# Star Citizen 4.5 and VR

**URL:** <https://forum.openmr.com/t/star-citizen-4-5-and-vr/42539>\
**Category:** Game On!\
**Tags:** game-guide\
**Created:** [December 13, 2025, 10:57am UTC](https://forum.openmr.com/t/star-citizen-4-5-and-vr/42539 "2025-12-13T10:57:05Z")\
**Posts on this page:** 1\
**Showing post:** 23

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**Author:** ![Octofox](https://forum.openmr.com/user_avatar/forum.openmr.com/octofox/32/27596_2.png) [@Octofox](https://forum.openmr.com/u/Octofox)\
**Post date:** [January 6, 2026, 2:41pm UTC](https://forum.openmr.com/t/star-citizen-4-5-and-vr/42539/23 "2026-01-06T14:41:02Z")

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Hey @PimaxQuorra I don’t suppose there’s any update on why the 8KX still needs Parallel Projections for Star Citizen? Silvan-CIG said he was taking all the correct API transforms etc and doesn’t know what PP is or why it’s required.

I know it’s an old gen headset and there are other priorities, but he may need help from your side to see what’s up. And I could really do without the GPU overhead! 🙏

> [@Forum is back, but database was rolled back by 9 days or so?](https://forum.openmr.com/t/forum-is-back-but-database-was-rolled-back-by-9-days-or-so/42567/7):
>
> Parallel Projections is required to make the 8KX work with Star Citizen, which of course is a large GPU hit on an already demanding title. And I only have a 2080 Ti sob So I explained to Silvan as best as I could what this is and how the 8KX could be supported natively to circumvent the need for Parallel Projection eg Implement Proper Eye Transforms, avoid hardcoding any FOV settings, ensure frustum culling support for canted displays etc - he said that “I already do all of that. The projection matrices are coming straight from openxr”, so asked what is the issue. It’s not something he has…

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