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Game
https://store.steampowered.com/app/1086940/Baldurs_Gate_3/
Enabled technologies
Supported version(s)
The R.E.A.L. VR framework was tested with game version 4.1.1.7151330, a.k.a. Community Update #36, available from Steam at the address linked at the top (I get no commissions). The same version of the title bought from other stores should also work, but I cannot give any guarantees, as there could be differences that cause issues ranging from small defects to showstopping problems in VR.
Older versions or pirated copies are not supported. Official versions later than the one listed above may or may not work, depending on what was changed. See here for information on how to prevent automatic game updates from breaking VR functionality.
Special setup notes
The folder where you should extract the R.E.A.L. VR archive and run RealConfig is "C:\Program Files (x86)\Steam\steamapps\common\Baldurs Gate 3\bin". You might need to customize the path if you moved your games library or in case you own the game from a different store, but it will always be the folder that contains the "bg3_dx11.exe" executable file.
IMPORTANT: You will need to select the DirectX 11 renderer for this title. Supporting the Vulkan backend in VR would double the complexity for no practical reason.
Once you have chosen the DirectX 11 renderer, if you don't want to have to click through the 2D launcher every time, you can put "--skip-launcher" (without the quotes) in the Steam launch options.
Resolution and aspect ratio
Use the "Target pixels per degree" slider and "Adapt resolution" button (see here to find out how they work).
You will notice that the framework preselects a rather wide aspect ratio of 16:10 instead of the usual 1:1 that we use in VR. That is because of some limitations with the game's own code. While the title does support any aspect ratio during gameplay, unfortunately the UI menus (inventory and such) start misbehaving at lower aspect ratios. Below 5:4 many of the item descriptions will start to flicker, and when comparing items at least 3:2 is needed to avoid flickering. Additionally, the menus switch to a different layout when the A/R goes below 20:13 (yep), with the left sidebar overlapping and hiding part of the inventory. So, I made the framework default to an aspect ratio of 16:10, which will satisfy all the above constraints. Maybe some of you will be able to find some third-party mod that rearranges the UI!
Options
You can set all graphics and gameplay options according to your liking and how powerful your GPU is, but there are a few settings that you must leave to the defaults preselected by RealConfig in order for the title to display properly in VR. Specifically, in the Video Settings menu:
Display Mode must be Windowed;
Aspect Ratio and Resolution should be left at their default values (5:4 and 1280x1024), as VR resolutions are controlled by the "Target pixels per degree" slider in the main "R.E.A.L. VR" tab;
VSync must be Disabled;
Upscaling Type should be Nvidia DLSS, to be able to use my DL(S)SS fix that will get rid of almost all the shimmering around characters and nearby objects;
Upscaling Mode and Upscaling Sharpness are up to you (I personally use Performance with a sharpness of 0.27);
Frame Rate Cap must be Off;
Depth of Field should be None.
Everything else can be adjusted according to your preferences, although it won't make a huge difference in terms of performance. Going all the way down from Ultra to Low only gives about 20% more fps on my system, although it does make the game look much worse ;-) That is why RealConfig will preselect Ultra for the graphics overall preset.
Additional game-specific notes
You can bring up the R.E.A.L. overlay with the Pause key on the keyboard, or by pulling both triggers on the gamepad. The gamepad gesture is always active, even during gameplay.
As you might know, this title has two completely different user interfaces and interaction models for KB/M and gamepad. Only the gamepad one is supported by R.E.A.L., because the KB/M interface looks very crowded in VR, and most importantly because it's basically impossible to achieve a correct alignment between the mouse (which lives in a 2D plane) and a full 3D representation of the world. So a gamepad is mandatory to play this title in VR.
Camera, HUD, gameplay
The R.E.A.L. framework supports 6 DoF tracking, i.e, the camera will follow your head rotation and movement in space. The HUD is almost perfect, with most elements displaying at their proper place in the 3D world, and the camera is decoupled from your character's movement.
First person is not really possible or meaningful in this game. Combat happens in a way that makes a bird's eye view indispensable for managing everything that's going on. In fact, the title uses a special tactical camera, which poses a few special problems in VR (see the "Custom controls" section below).
Note: at the moment of this writing, March 2026, the R.E.A.L. VR framework is fully compatible with the famous Native Camera Tweaks third-party mod. I don't necessarily recommend using it, as it changes gameplay a lot, and at least in the beginning you might want to experience the (somewhat peculiar) game camera the way BG3's designers intended it to work. But if you want a more traditional system of camera management, Native Camera Tweaks will operate as expected even in VR.
Custom controls in the "BG3" overlay tab
When the normal game camera rotates to its overhead "tactical" position, the R.E.A.L. VR framework will tilt the world in the opposite direction, so that you don't have to crane your neck and can observe the battlefield just like you would in the normal 2D interaction model. If the resulting effect makes you dizzy, you can adjust it by using the "Camera pitch behavior" dropdown in the "BG3" tab of the R.E.A.L. overlay, from "Always keep horizon locked" which will hold the world perfectly stable at all times (but forcing you to look down when you're using the tactical camera), to "Fully unlocked" which will never attempt to lock the horizon in place. I find that the best compromise is the "Like original (default)" setting, which is easy on your neck but also on your stomach :-)
There is an additional checkbox specific to this title: "Invert Y axis". That's because, oddly enough, the developers never put in an option to invert the camera vertically, so I added it myself. Yes, I'm one of the weirdos who need the vertical axis inverted in order to play :-P
Known issues
There are moments when the game stops updating the camera, so DLSS and world lighting will look off. It happens in the initial screen if you wait too long to press OK, then as soon as you reach the bottom of the underground cave in the root menu, and also in Photo Mode. Luckily, to me at least, it never seems to happen during actual gameplay.
[I'll post new information here as it becomes available.]