‘Star Citizen’ VR Support Isn’t Prime Time Yet, But It’s Getting There

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Cloud Imperium Games (CIG) added experimental PC VR support to Star Citizen late last year, taking a first step in fulfilling a more than decade-old promise. Things are getting increasingly serious though after the release of its second post-VR update.

Update Alpha 4.5 initially brought a VR theater and full VR mode to the game in December, which lets users play the bulk of the game in PC VR headsets for the first time, including walking, flying, EVA, combat, and using menus.

Granted, it’s still a (very) experimental mode, which initially required some users to even add VR config lines to the game’s directory to get it working, done in addition to keeping track of keybinds to cycle through VR modes on the fly.

Now the studio has released Star Citizen 4.6, adding for the first time an official VR option in the settings menu, making managing and enabling VR mode at startup a much easier affair.

Image courtesy Ray’s Guide

Although 4.6 doesn’t radically expand VR features, it’s certainly a vote of confidence that VR support is not only still on track, but moving closer to the core of the game. Still, it’s polished a number of usability issues, such as better menus and a smoother overall experience.

That said, as mentioned in a recent ‘Ray’s Guide’ video, players still need to carefully tune OpenXR settings, upscaling options, and in-game VR stuff, such as UI scale, distance, and IPD alignment just to get comfortable results. Users also typically need to switch between full VR and theater mode constantly for inventory and kiosk interactions, which is a definite immersion breaker.

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That, and it doesn’t include VR motion controller support yet, making control remapping almost mandatory at this point, with many users relying on a mix of controllers, keyboards, HOTAS, and voice command software to manage the game’s enormous number of bindings.

As Silvan-CIG says in the 4.5 update announce in December though, all of its done in the spirit of open development.

“This is not our full VR launch. When that day arrives, we will make plenty of noise about it. What we are rolling out today is an opportunity for some early hands-on time, very much in the spirit of Open Development, so you can jump in, see how things are shaping up, and help guide what comes next.”

That said, creating a VR-native out of a Star Citizen is a tall order. Looking ahead, CIG’s biggest challenges will probably be centered around balancing those ambitions with the rest of the game’s development, which is constantly growing in scope and graphical complexity.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • Nick Jackson

    Star Citizen in VR is an amazing experience. Sure it's not fully developed and quickly accessing controls can be a PITA in the heat of battle say, but chilling in one's now very real HUGE spaceship, orbiting some colourful planet like 'Bloom' is an unforgettable experience. It looks phenomenal on a hi res Quest 3

    • polysix

      Nothing looks 'phenomenal' on a quest 3 LMAO. LCD in a SPACE game of all things? GTFO.. OLED looks phenomenal, LCD is barely VR and that is not hyperbole to say that – it's literally NOT VR it's LOOKING AT VR with zero sense of presence. Get a proper HMD then get back to us.

      • Nick Jackson

        Haha, ok fair, but I'm talking about consumer accessibility, and of course 'phenomenal' is a subjective hyperbole, so not very objective. I still stand by my reaction from playing Star Citizen for very many years in a 3D rendered environment on a flat screen, to an immersive VR experience. My 4k ultra wide oled monitor is great too.

        I'm a consumer, not a research technician

      • Voice of Reason

        These 'glass is half full' type comments are just sad. You are very priviledged to be able to experience this type of gameplay, there was a time we had nothing. Was there a purpose to attacking someone showing some excitement for VR, because they did not mention your preferred HMD? Grow up!

      • Roymus

        I currently own both a galaxy xr (oled) and a quest 3 with a 5090. While the colors are definitely better with the xr, it's barely playable due to low fps and performance. I assure you the game looks great in my Q3, but most importantly I can play it at >60 fps. Sure I wish there were deeper blacks, but presence and immersion…and playability…are still superior with the quest.

        Foveated encoding for the xr should help, but it's not there yet.

        • kraeuterbutter

          some questions for you:
          1.) do you use Wireless with the GAlaxy XR ?
          theres a Virtual Desktop version coming with foveated Streaming (like Frame will have) and 10bit colors (no color-banding anymore)
          testers say, it already works phenomenal
          and you can use the performance-enhancments Virtual Desktop offers

          2.) cant you render the scene with same resolution than you would with the Quest3 ?
          that should performance wise be very similar to the Quest3, but: less screendoor-effekt (higher display-resolution, i think also better fillfacotr because of microoled)
          and richer colors because of OLED
          so yes: lower resolution will not use the possibilities of the GAlaxy XR.. but it should still have benefits over the Quest3
          or do i miss here something?

          • Xyonix

            Foveated Streaming does nothing to improve performance. It's a tool to limit the wireless bandwidth. the PC still renders the full image. You are confusing it with Dynamic Foveated Rendering, which combined with eyetracking renders the sharpest image only where your eyes are looking.

        • ZarathustraDK

          I think this is why the Frame will be a hit. Valve realizes that above a certain resolution (post-screendoor effect) it's very much diminishing returns, and other things like comfort and versatility comes into play.

          As you've experienced, those super-high res displays, while looking good, forces the user to gimp their settings in the kind of demanding games in which having such displays running full tilt would be awesome. So, being a bit hyperbolic about it, you basically end up with a crazy HMD that can only be fully utilized in Gorilla Tag.

          I'm not saying Galaxy XR is a bad choice per se, but it does seem like they poured all the money into the displays, and then build the rest around it as an afterthought.

      • Ryth

        Stfu and pull the stick out of your a**

      • dextrovix

        "LMAO", "GFTO"…. why don't you STFU?

        You have a mentality of a 13 year old boy, "my headset's technology is better than your headset", grow up.

      • eadVrim

        Agree with you VR=Oled

        • kraeuterbutter

          and still i would change a Vive or CV1 ANY day against a Quest3

          • mirak

            I am sticking to the Vive Pro.
            At least I am not spending money.

  • eadVrim

    I’ll wait for a good VR implementation before I play this game, like I did with the fantastic Hitman PCVR.

  • Xyonix

    The issues with the hud make the game difficult to enjoy in VR. But I'm excited for it and looking forward to it improving over time. And SQ42 in VR I'm sure will be FANTASTIC!

  • Tech

    Is that scammer still not arrested?

  • Gawdzila

    As someone who is very much a newb to Star Citizen but who loves a good VR experience, my impression so far has not been very good.

    Walking around looked very impressive, and the ships look incredible in VR. There is a lot of potential here. But the experience of actually trying to play the game was, IMO, just a horrible exercise in frustration.

    Honestly it is shocking to me the degree to which this game is still SO unpolished after a development time and budget far larger than even AAA games. I know people toss out the excuse that "hey they warn you its alpha", but come on it has been over a decade and hundreds of millions of dollars and there are still very visible bugs and very poor design in very basic systems. So much about the controls and the UI and even the beginners tutorial — the first thing many new players are going to interact with — are very poorly thought out and un-intuitive and half-baked, like they put things in as placeholders and just left them there even after years. It doesn't seem like they are trying at all to make it into a finished or even a well-designed game.

    As an example, the controls are so needlessly complex that the gamepad bindings, which have between 2-4 functions for every single button (and which are either impossible to configure or which I couldn't configure due to a bug), don't even include control of something as basic as starting the ship engines. This means I have to take off the headset (!!!) and use the keyboard just to do something as simple as take off from the hangar in the tutorial. THEN, the tutorial tells you to "Quantum to the station", but not only does the gamepad not include any such binding, but the tutorial does not tell you or show you how to do it even with keyboard controls. Isn't it a TUTORIAL??? A tutorial is not supposed to be just an easy mission, it is supposed to teach you things explicitly, especially extremely basic things like that which are necessary to navigate the game in any capacity.

    I am not a stranger to sims or complex controls and I am okay with some level of tweaking to make things work, but it is one thing to be complex and quite another to be opaque and nonsensical. So far I've felt like the game was trying actively to prevent me from playing it. I will probably keep going with it as long as this free-play period lasts and see if things click, but this seems like a game that is only made for the people who are already stuck to it and who are used to its frustrations — it is not interested in inviting new people in.