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Star Citizen VR User Config for alpha 4.8
; last updated: 2025-05-10 [4.8 PTU Tactical Strike Groups]
; all alpha 4.8 cvars : https://gist.github.com/troubleNZ/706fe024442619f26e828e6bd60ed1d7
; alpha 4.8 default keybinds : https://gist.github.com/troubleNZ/5c32ecdf047fa0e8a14d0eee22955e11
; Unlock the extended console commands list
Con_Restricted = 0
# MrKraken's Language Pack
g_language = english
;Graphics Engine. ; Vulkan is the default graphics renderer since alpha 4.5 (0 = DX11, 1= Vulkan)
r.graphicsRenderer = 1 ; value stored in C:\Users\<USER>\AppData\Local\star citizen\starcitizen_<VERSION>\GraphicsSettings\GraphicsSettings.json
; Note: Experimental VR only works in Vulkan.
; environmental CVARs 4k 2k 4k window
r_width = 2560 ; 3840 2560 3500
r_height = 1440 ; 2160 1440 1800
cl_fov = 108
cl_fovCombat = 95
cl_fovSocial = 85
; server and network info
r_DisplayInfo = 1 ; show server details (0 disabled, 1 basic details, 2 includes server population, 3 includes GPU details.)
r_DisplaySessionInfo = 0 ; show the QR Code (0 disabled, 1 enabled.)
r_DisplayFrameGraph = 1 ; show the performance graph in lower left corner (0 disabled, 1 enabled.)
; visual settings
r_DepthOfField = 0 ; if this is enabled while in vr, you get abrupt blurry mobiglass and other visual bugs.
r_MotionBlur = 0 ; 0 disabled, 1 vehicle blur, 2 all movement blur
r_filmgrain = 0 ; (0 disabled, 1 enabled.)
r_vignetteBlur = 0 ; (0 disabled, 1 enabled.)
r_ssdo = 2 ; Screen space directional occlusion; 0= Disabled; 1= Enabled; 2= Optimized additional ambient occlusion
; cvar ; attribute name
; ---------------------------------------------------------------------------------------------------------------------
;r_stereoTheaterMode ; HmdTheaterMode (default: value="0")
;r_stereoTheaterModeScale ; HmdTheaterModeScale (default: value="5")
;r_stereoTheaterModeZPos ; HmdTheaterModeDistance (default: value="6")
;r_StereoDynamicModeSwitch ; HmdAutomaticSwitching ;(default: value="0")
;r_StereoStrength ; HmdIPDScale (default: value="1")
;pl_visor_markerAR.infinity_close_projection ; HmdInfinityProjectionDistance (default: value="100")
;r_StereoDebugDrawing ; HmdShowConsole (default: value="0")
;r_StereoScreenOutput ; HmdMonitorMirrorMode (default: value="4")
;g_headtracking_hmd_fpsMovementMode ; HmdActorControlMode (default: value="1")
;g_headtracking_hmd_fpsTriggerResetOnZoom ; HmdResetOnFpsAds (default: value="0")
;pl_lensdisplay.hmd_aspectModifier ; HmdVisorAspectModifier (default: value="0.1")
;pl_lensdisplay.hmd_position_offset_y ; HmdVisorDistance (default: value="0.5")
;pl_lensdisplay.hmd_position_offset_z ; HmdVisorHeight (default: value="0.5")
;pl_lensdisplay.hmd_scale ; HmdVisorScale (default: value="0.2")
;g_headtracking_hmd_lensDisplayEnabled ; HmdVisorEnabled (default: value="1.0")
;r_StereoUILayerScale ; HmdUIScale (default: value="1.0")
;r_StereoUILayerZPos ; HmdUIDistance (default: value="1.0")
;r_StereoUILayerYPos ; HmdUIHeight (default: value="0.5")
;g_headtrackingToggleEnabled ; HeadtrackingToggle (default: value="0")
;g_headtrackingToggleAutoRecalibrate ; HeadtrackingToggleAutoCalibrate (default: value="1")
;g_headtrackingGlobalSmoothingPosition ; HeadtrackingGlobalSmoothingPosition (default: value="0.0")
;g_headtrackingGlobalSmoothingRotation ; HeadtrackingGlobalSmoothingRotation (default: value="0.0")
;g_headtrackingSource ; HeadtrackingSource (default: value="0")
;g_headtrackingSeatPositionOffsetEnabled ; HeadtrackingEnableSeatPositionOffset (default: value="1")
;g_headtrackingThirdPersonCameraEnabled ; HeadtrackingThirdPersonCameraToggle (default: value="0")
;g_headtrackingThirdPersonDisableDuringInventory ; HeadtrackingThirdPersonDisableDuringInventory (default: value="1")
;g_headtrackingToggleDisableDuringSeat ; HeadtrackingDisableDuringSeat (default: value="0")
;g_headtrackingToggleDisableVehicleAds ; HeadtrackingDisableDuringVehicleAds (default: value="1")
;g_headtrackingToggleDisableDuringWalking ; HeadtrackingDisableDuringWalking (default: value="1")
;g_headtrackingToggleDisableDuringADS ; HeadtrackingDisableDuringADS (default: value="1")
;g_headtrackingToggleDisableDuringMobiglass ; HeadtrackingDisableDuringMobiGlas (default: value="1")
;g_headtrackingToggleDisableDuringInteractionMode ; HeadtrackingDisableDuringIM (default: value="0")
;g_headtrackingRollSeatEnabled ; HeadtrackingEnableRollSeat (default: value="1")
;g_headtrackingRollFPSEnabled ; HeadtrackingEnableRollFPS (default: value="0")
;g_headtrackingHoldUseRawValuesDuringHold ; HeadtrackingHoldUseRawDuringHold (default: value="0")
;g_headtrackingInactivityTime ; HeadtrackingInactivityTime (default: value="2.0")
; ---------------------------------------------------------------------------------------------------------------------
; new attributes unpacked from the 4.6 PTU
; cvar ; attribute name
; ---------------------------------------------------------------------------------------------------------------------
; "r_StereoMirrorMode" "HmdMonitorMirrorMode" (default: value="4") ; updated from 4.5 - was default value 2. now 4.
; "r_HDRDisplayOutput" "HDR" (default: value="0")
; "r_stereoTheaterModeCurvature" "HmdTheaterModeCurvature" (default: value="60") ; only META - pimax/steamvr doesnt work yet.
; "r_StereoMirrorModeSmoothing" "HmdMonitorMirrorModeSmoothing" (default: value="0")
; "g_headtracking_hmd_fpsAdsDominantEye" "HmdFpsAdsDominantEye" (default: value="1")
; "g_headtracking_hmd_cursorSize" "HmdCursorSize" (default: value="1.0")
; "g_headtracking_hmd_cursorOffsetSensitivity" "HmdCursorSensitivity" (default: value="2.0")
; "g_headtracking_hmd_cursorFollowsHead" "HmdCursorFollowsHead" (default: value="0.0")
; "g_headtracking_hmd_cursorUseEyeTracking" "HmdCursorUseEyeTracking" (default: value="0.0")
; "pl_mobiglas_offset_y" "HmdMobiglasDistance" (default: value="0.1")
; "r_StereoDepthOfField" "HmdDepthOfField" (default: value="1")
; from https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/star-citizen-vr-support-experimental-release-4-6-u/8601184
; -- eyetracking cvars --
;r_StereoEyeTrackingSmoothing
;r_StereoEyeTrackingDeadzone
;r_StereoEyeTrackingCalibrationX
;r_StereoEyeTrackingCalibrationY
; -- smoothing, zoom and pan for Mirror Mode --
;r_StereoMirrorModeZoom
;r_StereoMirrorModeSmoothing
;r_StereoMirrorModePanX
;r_StereoMirrorModePanY
; ---------------------------------------------------------------------------------------------------------------------
; added in 4.7 https://robertsspaceindustries.com/en/comm-link/Patch-Notes/21070-Star-Citizen-Alpha-47
; control the UI resolution in VR
; r_StereoUIWidth = 2560
; r_StereoUIHeight = 1440
; my current vr settings for 4.7
; ---------------------------------------------------------------------------------------------------------------------
g_headtracking_hmd_actorIK_offsetPosition_applyInSeat = 1 ; (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 = 1 ; (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 = 1 ; (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 ; (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 ; (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.
; https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/4-5-0-ptu-vr-support-experimental-feature/
;g_headtracking_hmd_fpsMovementMode ; HmdActorControlMode (default: value="1") = 0
;g_headtracking_hmd_fpsTriggerResetOnZoom ; HmdResetOnFpsAds (default: value="0") = 1
; -- Visor --
;pl_lensdisplay.hmd_aspectModifier ; HmdVisorAspectModifier (default: value="0.1") = 0.5
;pl_lensdisplay.hmd_position_offset_y ; HmdVisorDistance (default: value="0.5") = 0.66
;pl_lensdisplay.hmd_position_offset_z ; HmdVisorHeight (default: value="0.5")
;pl_lensdisplay.hmd_scale ; HmdVisorScale (default: value="0.2") = 0.28
;g_headtracking_hmd_lensDisplayEnabled ; HmdVisorEnabled (default: value="1.0") = 1.0
; -- Console --
;r_StereoCursorScale = 1.5
;removed in 4.7 RC1 : r_StereoDebugDrawing
;r_StereoDebugDrawing = 1 ; Draws the ` Console in 3d space or not. (0: flat, 1: in stereo space) - no longer configurable. always available in vr.
; -- Debug --
;r_StereoDepthComposition = 0 ; (0 by default): If enabled, provides OpenXR with the scene's depth buffer.
; This may improve any kind of reprojection behavior.
; Edit: This needs to be set before starting the engine in the user.cfg.
; It crashes at the moment when used in game in the console! - recommended setting 0
; -- HMD specific settings --
;r_StereoDynamicModeSwitch = 1 ; if your HMD supports removal detection , automatically switch to flat mode when taking the head set off.
;r_StereoMode = 1 ; enable side by side VR - automatically enabled if HMD is detected at application load time. (Note: this functionality will change in a RSI launcher update where VR will need to be enabled.)
;r_StereoResetTracking = 0 ; this is not a cvar you need to set - you can enter r_StereoResetTracking = 1 in console to reset tracking, and will default back to 0 afterwards
; -- User specific settings --
;r_StereoScaleformDepth = 1.0 ; convergence distance of marker icons etc - varies between headsets and users
;r_StereoStrength = 1.0 ; Hmd IPD Scale (floating value from 0.0 - 1.5 [ie 150%], default 100% ie. 1.0) - varies between users
; -- Mirror Mode -- ; r_StereoScreenOutput renamed to r_StereoMirrorMode in a4.6
;r_StereoScreenOutput = 0 ; display the VR output on monitor: 0 expanded view, 1 one eye only, 2 both eyes
;r_StereoMirrorMode = 0
; -- Theatre Mode --
;r_StereoTheaterMode = 0 ; force flat theater mode
;r_StereoTheaterModeScale = 1.59 ; how big the theater window is in 3d space
#r_StereoTheaterModeYPos = 0.1 ; how high in the air is it
;r_StereoTheaterModeZPos = 2 ; how far away is it
; -- Menu --
;r_StereoUILayerZPos = 1.4 ; the escape menu and UI distance
;r_StereoUILayerYPos = 0.38 ; the escape menu height
;r_StereoUILayerScale = 1.21 ; how big the menu is in 3d space
;r_StereoUILensDepth = 0.43 ; helmet vr lens markers convergence distance aka Visor
; EOF
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