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Legal notice: this post is made available through the Patreon platform ONLY to current subscribers of the "VR friend" tier, exclusively for private reading and/or interacting with comments. Any other use of the contents, including but not limited to reposting, copying, republishing in whole or in part on social media or any other form of disclosure is strictly prohibited, and in violation of Luke Ross's and Patreon's IP rights and terms of service.

Game

https://store.steampowered.com/app/371660/Far_Cry_Primal/

Enabled technologies

AER v2

Supported version(s)

The R.E.A.L. VR framework was tested with the APEX Edition, PC Patch 1.3.0, available from Ubisoft Connect with Ubisoft+. The same version of the game bought from other stores should also work, like for example the one found on Steam at the address linked at the top (I get no commissions). I cannot give any guarantees however, 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 ones 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)\Ubisoft\Ubisoft Game Launcher\games\Far Cry Primal\bin_plus" if you have the Ubisoft+ subscription, or "C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Far Cry Primal\bin" if you bought the game from Ubisoft directly but without the subscription. 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 "FCPrimal.exe" executable file.

Resolution and aspect ratio

I was able to interface directly with the engine in order to add the large custom resolutions needed for VR. FCP doesn't accept square aspect ratios though, so I made them 5:4. You will be able to select the resolution you prefer from the game VIDEO menu itself, without any hassle. Just make sure that "Aspect Ratio" is set to "5x4" and that "Window Mode" is set to "WINDOWED".

FCP will also remember the resolution you set across sessions, so once you find the right compromise between detail and fluidity you should be able to play the rest of the game without touching the resolution again.

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 at the defaults preselected by RealConfig in order for the title to display properly in VR:

Aim Assist = OFF

Melee Assist = OFF

Aspect Ratio = 5x4

Window Mode = WINDOWED

V-Sync = OFF

Quality Settings> Motion Blur = OFF (you should never enable any kind of motion blur when using R.E.A.L. VR, or the world will look smeared out horizontally)

Advanced Settings> Field of View Scaling = 120

I also recommend setting "HD Textures" to ON unless you card is really low on video memory.

Search Animations can look a bit intense in VR, with sudden head movements, so you might want to disable them from the GAMEPLAY menu.

Additional game-specific notes

You can bring up the R.E.A.L. overlay with the Pause key on the keyboard, or by pressing both thumbsticks on the gamepad (this latter gesture is recognized only when the title is paused, to avoid interfering with gameplay).

Input

You will definitely want to use a gamepad to play FCP. Keyboard and mouse sort of work too, but there might be issues, like mouse clicks activating other windows at random or some entries in the game menus being unreachable with the cursor; thus, in order to have a smooth experience, using a gamepad is highly recommended.

Don't worry about console-player syndrome: with R.E.A.L. VR, aiming is gaze-driven and extremely fast, intuitive and accurate, so even if you're used to playing FPS with your mouse, give your gamepad a chance ;-)

Camera, HUD, gameplay, cutscenes

The R.E.A.L. framework supports 6 DoF tracking, i.e., the camera will follow your head rotation and movement.

When your weapon is not drawn, the HUD will float in space in front of you. To achieve proper gaze-based aiming and to always keep the crosshair correctly aligned, whenever you have a weapon drawn 6 DoF will be limited to 3 DoF, i.e., without positional tracking.

"Owl vision" works fine, in full 3D, and tagging enemies also follows the direction of your gaze.

FCP has no multiplayer, co-op or otherwise.

Most cutscenes are fully 3D and allow you to look anywhere without restrictions or black bars.

Some however were prerendered by the developers and stored as movies, so there's nothing I can do about them: they will appear as if projected on a virtual 2D screen in VR.

Custom controls in the "FCP" overlay tab

For accurate, intuitive ADS (Aiming Down Sights), don't forget to set your dominant eye. The default is right-eye dominant, which works for about 2 out of 3 people.

As usual you can change the world scale, from small adjustments to playing with dolls or giants, and even force the game to render to a 2D virtual screen in case you should find a section too hard to play in full VR.

In the base 2D game, aiming makes your view more and more zoomed in, depending on how powerful and upgraded your weapon is. In VR you might want to keep that effect (so that your weapon upgrades do not go wasted), but some people could be bothered by the warping effect that comes from the zoomed-in field-of-view not matching the headset FOV. For that reason, I included a slider called "Allow FOV change past this zoom level"; drag it toward the right to allow zooming only for the weapons that offer the highest magnifications, or toward the left to progressively match the zooming behavior used to aim in 2D.

It's a rare occurrence, but sometimes the game may tilt the camera left and right, for example when you're lying on your side on the floor (it mostly happens in cutscenes). If the effect bothers you, uncheck the "Allow camera roll" box to keep it from happening in VR.

World markers (like quest objectives and the such) in this title tend to appear huge in VR, so I added a scale slider for them, defaulting to 40%.

Known issues

World markers and minimap: There are some graphical problems with HUD elements, like quest markers looking a bit broken, or icons above tamed beasts seeming to float in the wrong place. Also the terrain might not always be visible in the minimap. Unfortunately I had to make some compromises, due to the way this game draws the HUD.

Widescreen monitors: If you are using a desktop monitor resolution which is not 16:9 and the game appears to be using the wrong FOV (which results in the world distorting as you look from side to side), make sure to set your desktop to a 16:9 resolution before starting the game.

Multiple monitors: There have been reports that running Far Cry Primal with a second monitor attached (in particular a projector) could make the game use the wrong FOV, as if the view was constantly zoomed in. That may or may not be related to launching the executable in compatibility mode. If you are experiencing this issue, and the virtual world does not appear to be stable when you look around, try disconnecting all monitors except for the main 16:9 one, and avoid using compatibility mode.

[I'll post new information here as it becomes available.]

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POSTEDApr 18, 2026
ARCHIVEDApr 18, 2026