******Official Star Citizen / Squadron 42 Thread******

No idea what you wrote as I've put you on the 'needs a time out on the naughty step list'. Hope you didn't put too much effort in, you should probably do the same as well, if my posts about your *precious game causes so much angst. X

Edit. Lol why have you responded, I'm not going to see it :cry:
 
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You know quoting someone on the naughty step still shows as ignored right?
Stop stirring :p We don't need more temper tantrums.

I was actually close to edit his name to Noxia's Uncle to solve that, but left it. Not like you can't click to see what he said if you wanted ;)
 
Keep sipping the cool aid.

Actually that's unfair. I'm sorry I didn't realise you had an emotional attachment to the game. Which part of it are you developing?

No idea what you wrote as I've put you on the 'needs a time out on the naughty step list'. Hope you didn't put too much effort in, you should probably do the same as well, if my posts about your *precious game causes so much angst. X

Edit. Lol why have you responded, I'm not going to see it :cry:
I'm shocked that you actually think petey is a fanboy of this game...

Far from it. I'd say your more of a fan then him lmao.

Absolutely shocking that u think that!
 
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TBH I just assumed due to the reaction to what I felt was an innocuous comment re the VR. I don't spend enough time in here to get impressions other than who the hardcore fans are tbh. It may regrettably have got a bit out of hand :D

I'm a very low bar to set fan wise so it must be bad

edit: hang on, that makes the meltdown ever weirder lol.
Edit 2, nah, my total playtime is under 20h in what 11 years? I can't try VR as I'm not a superfan with PTU access ;)
:D
 
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For those of you that aren't on a Discord with SC pipeline news and stuff (I imagine it's on Spectrum as well, but I never go there):

VR Theater Mode

Toggle between full VR and Theater Mode at any time, giving you the best of both worlds. Theater Mode projects a virtual screen in your headset with full game compatibility using the standard desktop pipeline.Love flying in VR but prefer traditional controls for FPS? Just press a button to instantly switch between full immersion and Theater Mode, complete with head tracking support. Theater Mode mirrors your desktop resolution, so you can even play in ultra-widescreen in VR without ever removing your headset.

VR Dynamic Switch

Let the engine handle the VR switch automatically. Whenever you put on the headset VR will be enabled on its own. If you take it off you are back in desktop mode!Note that not all headsets support this at the moment.

Getting Started​

Make sure you are running the game using the Vulkan renderer first. Starting with Alpha 4.5 this should be the default, and the D3D11 renderer is not currently supported. Simply connect your VR headset and ensure your preferred OpenXR runtime is set as active. Star Citizen will automatically detect your headset and initialize the engine for it. If a headset was detected, VR options will automatically appear in Settings → Comms, FOIP, VR & Headtracking section. All you have to do is turn it on there.When troubleshooting, if VR options do not appear, check your Game.log file and search for "OpenXR" to identify any initialization errors.

Default Keybinds

  • Toggle VR on and off: “Numpad /”
  • Toggle Theater Mode on and off: “LALT + Numpad 5”
  • Recenter View: “Numpad 5”

VR specific settings

You will find a series of new settings in the options under Comms, FOIP, VR & Head Tracking. They will only show up when you have a VR headset connected:
  • VR - Enabled: Enables and disables the headset (also available via keybind)
  • VR - Theater Mode: Enables and disables Theater mode (also available via keybind)
  • VR - Theater Mode Scale and Distance: Allows you to adjust Theater mode to your liking.
  • VR - Automatic Switching: Automatically enables / disables VR based on headset detection if your headset supports it via a sensor (verified on Quest 3 - compatibility varies by headset)
  • VR - Interpupillary Distance (IPD) Scale: This allows you to further scale the IPD distance that the VR headset is reporting. Effectively it means you can expand and contract the distance between your eyes.
  • VR - Show Console: self explanatory
  • VR - Monitor Mirror Mode: Allows you to set what your normal screen will show while you play. Useful specifically for streamers.
  • VR - Actor Control Mode: Allows you to define how you want to play the game in VR during the FPS / on-foot sections using the default mouse and keyboard controls. Since we do not support normal VR locomotion yet there are two ways from you can pick:
1- Pitch-locked (default): The mouse yaw allows you to turn but aiming up and down will not move your head but just your gun pitch angle. You have to manually adjust your head to look along the aim line of your gun. This gives you a stable view (which causes less motion sickness) but a somewhat suboptimal aim experience.2- Direct offset mode: The VR camera is directly offset from your normal game camera. Very easy to use but the camera will tilt while leaning or high pitch angles. It is faster to use in terms of normal SC gameplay but less stable and therefore more prone for motion sickness.
  • VR - Vehicle HUD Projection Distance: Allows you to define at what distance infinity projected vehicle HUD elements are shown (e.g. gunnery PIPs, the Advanced HUD or the aiming crosshair). By default, it is set at 100m at which parallax effects should not be visible anymore.
  • VR - Visor and Lens Aspect Ratio/Distance/Height/Scale: Allows you to tweak placement of the visor and lens elements.
Additionally, we whitelisted some advanced settings which can be changed via the console. We do not recommend changing them, but you’re free to experiment with them.
  • g_headtracking_hmd_actorIK_offsetPosition_applyInSeat (1 by default): This will adjust the actor rig based on the VR position offset while being seated (similar to what normal headtracking does).
  • g_headtracking_hmd_actorIK_offsetRotation_applyInSeat (0 by default): This will adjust the actor rig based on rotational VR offsets while being seated. Enabling this will adjust the unified actor rig based on where you look with the headset, but it will also induce more motion sickness as the actor posture changes with it.
  • g_headtracking_hmd_actorIK_offsetRotation_applyDefault (0 by default): This will adjust the actor rig based on rotational VR offsets while not being seated. Enabling this will adjust the unified actor rig based on where you look with the headset, but it will also induce more motion sickness as actor posture changes with this.
  • g_headtracking_hmd_vehicleAds_allowPositionOffset (1 by default): If enabled, allows the VR offsets to be applied to the the precision targeting camera.
  • g_headtracking_hmd_actor_shake_applyRotationOffset (0 by default): If enabled allows shake to happen to the VR camera. Until further testing we turned this off, but you’re free to try it out.
  • r_StereoDepthComposition (0 by default): If enabled, provides OpenXR with the scene's depth buffer. This may improve any kind of reprojection behavior. Please let me know if you see any improvements from this!
 
Anyway... I'd be interested to see if anyone on cards with higher than 16GB VRAM gets that random brief (30sec-1min) fps chugging. It usually/sometimes happens when entering a new area. Play can be nice and smooth for a while and then boom.
Not sure if it's a memory thing or not, and I haven't checked graphs or anything.

Btw, PTU is open to everyone. 'Superfan' status isn't required...
Also, calling him a try hard qualifies as a 'meltdown' apparently. Ok, bro. If he says it, it must be true.
 
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Anyway... I'd be interested to see if anyone on cards with higher than 16GB VRAM gets that random brief (30sec-1min) fps chugging. It usually/sometimes happens when entering a new area. Play can be nice and smooth for a while and then boom.
Not sure if it's a memory thing or not, and I haven't checked graphs or anything.

Btw, PTU is open to everyone. 'Superfan' status isn't required...
Also, calling him a try hard qualifies as a 'meltdown' apparently. Ok, bro. If he says it, it must be true.
I just ordered the meta 3 yesterday, it should arrive at some time today. I will give it a go this evening or possibly tomorrow!
 
I just ordered the meta 3 yesterday, it should arrive at some time today. I will give it a go this evening or possibly tomorrow!

Cant take the suspense, how did it go? I saw I do have the 4.5 ptu on the launcher available but will wait until it's on live as I'm in no particular rush.
Plus will need to start the torture of joystick bindings, I find I got more chance of remembering them if I bind what makes sense to me rather than staring off with something like buzz killers. Then again unless I played it frequently I'll probably forget them anyway.
 
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Cant take the suspense, how did it go? I saw I do have the 4.5 ptu on the launcher available but will wait until it's on live as I'm in no particular rush.
Plus will need to start the torture of joystick bindings, I find I got more chance of remembering them if I bind what makes sense to me rather than staring off with something like buzz killers. Then again unless I played it frequently I'll probably forget them anyway.
Have not even opened he amazon box to see if they even delivered the right product lmao. Been busy. Need to rebuild my main rig, or i can try it on my old system(specs on my sig)
 
Have not even opened he amazon box to see if they even delivered the right product lmao. Been busy. Need to rebuild my main rig, or i can try it on my old system(specs on my sig)

Hmmm, should be ok on that, I guess if you did that then you'd appreciate it more once you got it running on your main one. Then again, the time setting it all up etc could be spent rebuilding anyway (assuming you have the new cpu/mb ready to go.
It will make your 5090 sweat too, I cant imagine the compromises needed to use VR on much less tbh.
 
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does anyone have an idea when the vr build will makes its way to the unwashed masses with a base copy of the game?

i installed freshly ready to dip my toe in over xmas but now VR is coming i think i will wait...... if it works even half as well as i hope i think i may have to drop my - massively minimise play until wipes are stopped - rule
 
It'll be in the 4.5 live build whenever that comes out. I'd guess within a week or so.
While VR in SC is cool and all, don't get too carried away with the hype and expectations. Just like the game itself, there's still plenty of work to do.
 
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