But, before I tell you how to run it unofficially, let me show you…
What Star Citizen devs have said about the official VR support
This was back in 2018:
He says this: ”
So our biggest hold back on VR really is we’re still doing so much base-level refactoring and the engine, the renderer, we’ll be starting on Vulcan, DX12 refactor as well, and we’re doing so much optimization that we feel like we’ve got to get that done first and get the base level engine stuff more finished, not constantly working and refactoring, and then we’ll put VR in.
Because we actually had VR support quite a while ago but, of course, as we change stuff it breaks, and then, your engine team, are they going to go and fix the VR stuff or that new procedural planet system that everyone can experience? So that’s what’s always happened in those situations but once all that stabilizes of course, yes, we’re going to go and put that support in.
This is what Silvan, CIG Engine Programmer, had to say about VR support in 2020 in the Star Citizen forum: ”
CIG (Junior) Engine Programmer here
One of the reasons why I joined this company is to bring VR to Star Citizen. And there are also other people here in the company as dedicated about that as me.
Implementing VR into the rendering itself isn’t a big deal, but as others already have pointed out it’s having support from the game itself in terms of gameplay. I’m mostly concerned about tieing it into our animation system and what locomotion we can offer. Nobody wants to have teleporting players in the verse right?
There are lots of unknown questions that need to be solved and require collaboration from various teams here.
I imagine we will implement VR in stages, e.g. for a first step just being able to view ships in the hangar or using it in a cockpit. But a full VR implementation similar to Half-Life Alyx is a whole different story. I can’t and won’t make any promises, but my personal goal is to have something similar to Alyx
but with a visible full body and IK. I was never a fan of just seeing your hands in VR.
Apart from that if we get a NerveGear in two years I will be the first one to implement that straight away. Something like SAO is my ultimate dream
Anyway, I just wanted to say that there are people here at CIG who are huge VR enthusiasts, and we will do anything within our capabilities to bring it to Star Citizen. It will be a huge task, it will take a while, but I have no doubt we will get there.
Thanks for your time.
To put 2 + 2 together, they are basically saying that each update breaks VR, and animations aren’t really perfectly aligned with regular monitor gameplay and VR.
One of the interesting things Silvan has mentioned was the use of NerveGear. It’s used to detect your brainwaves, and if they are within a specific length, you create an action in the game.
It’s fantastic in theory, but it is still far from reality.
Back to Star Citizen:
Here is how to Play Star Citizen in VR
Let’s start with downloading all the right programs.
Before Dec. 10, you had to download Opentrack with profiles. Now, it is not necessary. Now you only need vorpX.
This is a paid program that is one of the kind in terms of how many triple-A games you can play in VR, all because of vorpX.
There are free options as well, but I recommend investing in vorpX, as it’s the only way to make sure everything is updated regularly.
Despite this program, there are still quite a few steps to make your Star Citizen VR experience perfect.
Bear with me.
1. Setting up FOV and resolution
As this game is really not meant for VR, you have to do some manual work. Depending on what VR headset you use, the following resolution numbers may vary.
Go to C:\Program Files\Roberts Space Industries\StarCitizen\LIVE folder
(if it’s there)
and create a TXT file called user.cfg
In that text file, enter these values if you use Valve Index, Rift/Rift S and HP Reverb G2.
Save the file.
After that, go to NVIDIA Control Panel, and type those values in ‘Custom Resolution’ panel.
Once you have saved this custom resolution, you need to create a custom resolution again, but this time enter a resolution that is good for your VR headset (which you will use to play at):
Oculus Rift CV1 users – create a 1760 x 1800 resolution in NVIDIA Control panel.
Oculus Rift S users – create a 2080 x 2000 resolution in NVIDIA Control panel.
Valve Index users – create a 2180 x 2160 resolution in NVIDIA Control panel.
HP Reverb users – create a 1980 x 1800 resolution in NVIDIA Control panel.
HTC Vive Pro users – create a 2016 x 2240 resolution in NVIDIA Control panel.
HTC Vive users – create a 1512 x 1680 resolution in NVIDIA Control panel.
Oculus Quest 1 users – create a 2080 x 2000 (to play in) and 2400 x 1000 (User.cfg). In NVIDIA control panel – use 115 FOV.
Oculus Quest 2 users – create a 2080 x 1960 (to play in) and 2400 x 1000 (User.cfg). In NVIDIA control panel – use 114 FOV.
If your VR headset is not on the list, leave a comment down below on what headset you use. I’ll update this article accordingly.
I know it is kind of confusing, but that’s the price we pay until the official support arrives. The settings above have been calculated by using HMD Geometry Database. Credits can also go to Mongrel for compiling a useful guide on it.
By using the settings above, the VR FOV will be proportionate to your field of view. That way your view is as good as possible in Star Citizen.
2. Change some Windows vorpX settings
I don’t mean the in-game settings. In the vorpX app config menu, find ‘in-game key bindings’ and change the following keys:
VorpX in-game menu
Center positional tracking
My advice would be to use buttons on your mouse, as they are much easier to find in VR.
As Star Citizen features a lot of flying, having flight controllers may enhance your VR experience quite a lot. Consider getting this one (#ad). It’s reasonably priced compared to Hotas ones (800 bucks).
It also has enough buttons for your own personal keybinding if you don’t want to use the mouse for that.
3. Start to play Star Citizen in VR
First, start your HMD, then vorpX, and after that load up Star Citizen from the launcher.
If everything is done correctly, your HMD should display the loading screen and ultimately the main menu.
In case you see the black screen only, press Ctrl+Enter. If it happens a lot, change the running method to Windowed Mode in the Graphics menu.
4. Make sure everything opens up correctly
That means check the Edgepeek button, vorpX menu button, star Citizen button.
If other things feel off, it’s ok. We haven’t yet touched any vorpX settings.
5. Open vorpX in-game menu and change the following:
Main Settings Tab:
Play Style: Full VR mode.
3D Reconstruction: Z-normal or Z-adaptive
Depth Weighting: 0.05
Depth of Field: OFF
Focal Offset: 0.00
3D reconstruction is optional. I tend to use Z-adaptive more, but it might differ for you.
The settings above are a good starting point and can be changed to your preference.
3D geometry kind of works, but it eats my fps. At least you get a true 3D feel with that. Just make sure that you don’t alt-tab, as it tends to break the system.
In my personal opinion, wait for better VR integration. Unless, of course, you find that your PC can handle 3D geometry.
Head tracking Sensitivity: 0.01
Headset Sync: Device (fast)
Direct Mode Fluid sync: Auto
Image Settings Tab:
Crystal Image: Normal
Sharpness amount: 0.00
Game HUD scale: 1.00
Game HUD scale horizontal: 1.00
Aspect ratio correction: Pixel 1:1
Image Zoom: Maxed out (1.271)
Background Color: None
Display Settings Tab:
Direct mode Mirror Window: OFF
Headset sync: Device
Direct Mode Asynchronous Render: Device (on)
Direct Mode Fluid Sync: Device (off)
Tracking Prediction: On
Motion Smoothing: Auto
Head tracking setting Tab:
Use Track IR: ON
Track IR supports head roll: Yes
Track IR support positional tracking: Yes
All the other things can be in default.
6. Changing settings in the Star Citizen menu
If you got this far, congratulations. The hardest job is done.
Now all you need to do is change some settings in Star Citizen menu. Go to Options → Comms → FOIP & Headtracking panel:
Enable FOIP (face tracking): No
Head Tracking – General – source: TrackIR
Head Tracking – General – toggle: Enabled
Head Tracking – General – Use position offsets in the cockpit: Yes
Head Tracking – General – Toggle – Auto recalibrate: Yes
Head Tracking – General – Disable while seated: No
Head Tracking – General – Disable during FPS: No
Head Tracking – General – Disable during ADS (aim down sight): No
Head Tracking – General – Disable during Mobiglass: No
Head Tracking – General – Disable during Interaction Mode: No
Head Tracking – General – Enable Roll in Seats: Yes
Head Tracking – General – Enable Roll in FPS: Yes
Head Tracking – General – External view toggle enabled: Yes
Head Tracking – General – Hold – Use Device Offset: No
7. Use the resolution I previously custom-made
Now, start your preferred game mode, and then go to the graphics tab in the Star Citizen menu, and change the resolution to what I plan to play at.
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