I'm very excited about the Adaptive Probe Volumes as well. Per pixel (or maybe per vertex? Anyway, not per object) interpolation, automatic population, possibility to use as a replacement to baked shadows in some areas. I know once I dig in, and find out its quirks it'll probably be less useful than I imagine, but I'm still excited.
Hope we get the Multiplayer VR Template with xr interaction toolkit 3, and not 2.5.That way we get a deprecation proof (at least until they start changing things again) solution out of the box.
I'm actually looking forward to them making the GameObjects and Entities interchangeable. It'll take a lot of preasure off the CPU and throw it onto the GPU so there's less bottlenecks on the VR tracking. But then again that's more for the PCVR and Airlink'd PCVR headsets 😉
Adaptive light probes have some limitations, to be honest. In my personal testing, I've found better results using magic light probes available on the asset store. Also, the future of tools like Muse might not be as promising. While AI undoubtedly offers valuable capabilities, relying solely on external companies may not always be necessary. Exploring self-hosted solutions could be a worthwhile consideration. Perhaps it's worth delving deeper into this topic, maybe even creating a video about it? The ui stuff is cool tho. The multiplay template looks promising too, but I probably won't need it because I'm already using Fishnet.
I tried Unreal 5, but progress is slow due to a lack of resources and quick deprecation. I often get stuck because tutorials are either incomplete or outdated. So, Unity instead for VR?