FC6
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/2369390/Far_Cry_6/
Enabled technologies
Supported version(s)
The R.E.A.L. VR framework was tested with Title Update 6, a.k.a. Game of the Year Edition, 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 6\bin_plus" if you have the Ubisoft+ subscription, or "C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Far Cry 6\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 "FarCry6.exe" executable file.
Resolution and aspect ratio
Use the "Target pixels per degree" slider and "Adapt resolution" button (see here to find out how they work). IMPORTANT: For the FC series, after you push the "Adapt resolution" button, the game window will not be rescaled immediately; instead, a prompt will appear just below the button, telling you what to do.
Basically, the custom resolution that has been injected into the game needs to be selected and applied manually from the game menus (OPTIONS> VIDEO> MONITOR> Display Resolution). Be especially mindful about one thing which is different from the usual rules of R.E.A.L. VR: Window Mode needs to be Borderless. The custom resolution won't be available either in Fullscreen or Windowed mode.
If for some reason the game doesn't let you access the newly injected resolution, use the LB and RB shoulder buttons on your gamepad to cycle the options tab; that will force the game to refresh its internal list of available resolutions.
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:
Window Mode = Borderless (not the usual Windowed!)
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)
V-Sync = OFF
Enable Framerate Lock = OFF
The following settings are preselected by RealConfig but it's possible that different values would still work correctly, although I'm not sure because I couldn't test them thoroughly:
EXTENDED FEATURES = OFF
Adaptive Resolution = OFF
Resolution Scale = 1.0
FidelityFX Super Resolution 1.0 = OFF
The game was sponsored by AMD, and unfortunately offers no support at all for NVIDIA DLSS :-(
I recommend leaving Anti-Aliasing at its default mode which is TAA. The halo around nearby objects and NPCs is minimal and there is very little shimmering.
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 FC6. 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. Gaze-based aiming works and the crosshair will always be properly aligned. To that effect, whenever you have a weapon drawn 6 DoF will be limited to 3 DoF, i.e., without positional tracking. Binoculars work too, and tagging enemies similarly follows the direction of your gaze.
Photo mode is usable, but not 3D when in 3rd person mode. It becomes fully 3D if you switch to first person. BTW I have reports of a section of the game where the camera is forced to 3rd person during gameplay, which is causing issues in VR. I haven't reached that section yet in my playthrough, as lately I'm all coding and no playing :-( And Ubisoft forbids swapping save games between players (go figure), so until I can play up to that point I can only recommend using the 2D virtual screen from the "FC6" tab of the R.E.A.L. overlay.
Machete kills have an animation that tends to spin the camera around. It's great fun, very cinematic (!), but be warned if you tend to suffer from motion sickness. I found that avoiding to look down during the animation mitigates the spin effect for some reason.
Vehicles and horses work very well (I completely reworked the camera control since my initial implementation). Driving/riding on the beach at sunset, with the occasional bang-bang from your handgun to take out a few baddies along the way... that's going to be so nice and relaxing, just what the doctor ordered after a hard day's work spent conquering forts and climbing radio towers, all the while healing yourself by using your teeth to pull out burning splinters of metal from your forearms []-D
When your weapon is holstered, the HUD will float in space in front of you, so you can just look around in order to be able to read its full information, even the hints appearing on the sides and in the corners.
Tanks are fun, so I added special-case support for them. The cannon will follow your gaze when aiming, and the FOV will be set properly so that the front window with the crosshairs will appear in its correct place. Note that the game severely limits vertical camera movement when in a tank, so if you look too high or too low the tank window will stay behind and no longer give a realistic effect.
Unfortunately, to the best of my knowledge, there is no way to swivel generic mounted guns in FC games according to where the player is looking at, so I decided to disable gaze-based aiming completely in those situations. In other words, mounted guns will be fully controlled by the thumbstick while the camera has freelook. The crosshair won't be in the correct position, but it doesn't matter much because mounted guns give you a pretty clear idea where you're shooting at, just by watching where the bullets and tracers go ;-)
FC6 offers co-op multiplayer, which took me some additional time and effort to fix but is now working properly. There might still be some jank when using the Ubisoft overlay (the chat for instance has a tendency to become headlocked and too big), but that can be worked around by temporarily switching to the 2D virtual screen. Chatting while playing co-op in VR is best done via mics anyway instead of textual input.
Cutscenes have top/bottom black bars, which I didn't disable because they work correctly in VR and sort of preserve the "cinematic" effect. There is no forced camera though: you can still look anywhere and the frame will follow your gaze.
You'll definitely want to install the third-party "Uncapped Frame Rate for Cutscenes" mod. Without it, the game will artificially limit the frame rate for cutscenes to 30 fps (why, oh why?) which looks terrible in VR, as though everything in motion was stuttering. To install third-party mods like the Uncapped FPS, you'll first need to download the Far Cry Mod Installer. All credit for those brilliant tools goes to the original creators, and I'm not incorporating them in my framework as that would be against their license, so you'll need to download and install them separately.
Custom controls in the "FC6" 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.
I disabled depth of field effects (which are really over the top, especially during cutscenes) because usually they have no place in VR. However, since I always believe in keeping as faithful to the original gameplay and design as possible, I left a checkbox to allow you to restore them if you so wish.
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.
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.
Known issues
Freeze at startup: At least on my system, the game will sometimes hang before even starting. You'll recognize that because the splash screen will not go away. Normal behavior is that after a few seconds, the splash screen should show a "Warm up PSO cache" message, counting down the number of shaders that still need to be compiled. If that message doesn't appear, you'll need to terminate the process from Task Manager or force quit the game from the launcher before you can try again.
Shader cache corruption: If you notice during gameplay that there is extreme color banding (like the game was using an 8-bit palette), or if some textures appear very blurry and missing all detail, your shader cache has likely become corrupted. For some reason that happens often with this title. Luckily there is an easy workaround: quit the game, navigate to the "Documents\My Games\Far Cry 6" folder, and delete the one or two files there with weird names like "31-42-39-43-39-35-32-37-46-44-33-41-30-36-43-43_pipelines.bin". After that you can launch the game again, wait for it to rebuild the shaders in the splash screen, and everything should look okay afterwards.
Headlocking: With some special vehicles like helicopters, you may encounter an issue where the world appears to rotate with your head; if that happens to you, try keeping your left shoulder button (LB) on the gamepad pressed. That should coax the camera into behaving properly.
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 warping as you look from side to side), make sure to set your desktop to a 16:9 resolution before starting the game. Maybe there is an easier solution to this issue, but for now that's the only workaround we have found.
[I'll post new information here as it becomes available.]
Comments (2)
Ive been having problems with the hug head locking even when my weapon is holstered. It used to work properly but at some point the hud became permanently head locked and I can’t get it to go back to floating in front of me. Do you know of any ways to force it to work?
Try switching to TAA in the game settings if you are not using it. Or even SMAA if you are using TAA. For some reason that used to cause issues sometimes with the HUD size etc.
