So OpenXR is the new standard. Before that, you had to use proprietary SDKs from each vendor. These would be included (by default) in Unreal and Unity, which made them easier to work with, which is why most VR developers use one of those engines. In Godot, it was a community effort and not built-in. As of a few months ago, OpenXR was integrated, which makes things much better, but it still doesn't have the high-level components that are used in Unreal/Unity. But all the pieces should be there. Unfortunately, my main machine is on Linux, and the VR support is bad or non-existent (in general, not a Godot thing). I can look into doing a tutorial, I still have a lot of content planned for my site, but I've been falling behind on that due to focusing on other things. I'm finishing school soon, but I also want to contribute to Godot, I have a game I'm starting to work on, plan to start a company, and all sorts of other stuff (while still messing around on the forum all day). So I can't promise when I will get around to it.