Learn how to set up VR controllers in Microsoft Flight Simulator, select the correct OpenXR runtime, check bindings and fix missing motion controls.
Yes. Microsoft Flight Simulator supports compatible VR motion controllers on PC through the active OpenXR runtime. Pair and wake both controllers, make sure the headset’s OpenXR runtime is selected, enter VR, then verify each controller’s bindings in Controls Options. A yoke, HOTAS or gamepad can remain active alongside them.
Which versions and platforms support VR controllers?
Microsoft Flight Simulator 2020 and Microsoft Flight Simulator 2024 support tracked motion controllers in PC VR. This means controllers supplied with headsets such as Meta Quest, Valve Index and compatible Windows Mixed Reality devices can be presented to MSFS through OpenXR.
Xbox editions do not have a VR mode, so motion-controller setup is not available there; our explanation of the Xbox VR limitation covers the platform difference. On PlayStation 5, MSFS 2024’s PSVR2 support is tied to a free 2026 update, and its console-specific setup should not be confused with the PC OpenXR procedure below.
How do I set up VR motion controllers in MSFS?
- Connect the headset and pair both controllers. Confirm that the left and right controllers track correctly in the headset’s own environment before opening Microsoft Flight Simulator. A controller that is asleep or unpaired there will not become usable inside MSFS.
- Select the correct OpenXR runtime. The runtime must match the connection method used by the headset. Do this before launching the simulator; our OpenXR runtime setup walkthrough explains how to check the selection without mixing competing runtimes.
- Launch MSFS with the controllers awake. Enter VR using the assigned Toggle VR Mode command, commonly bound to
Ctrl+Tabby default. If that shortcut does nothing, search for the command in Controls Options because an existing profile may have changed it. - Check the detected devices. Open Controls Options and look for separate motion-controller entries for the left and right hands. Names vary with the headset and runtime, but both controllers should be listed. Start with their default profiles rather than immediately remapping every button.
- Test cockpit interaction. Load a default aircraft, point at a switch or knob and check that a controller ray appears. The trigger normally provides the primary interaction, while grip, thumbstick and secondary actions depend on the controller profile and cockpit interaction mode.
- Create a custom profile only if needed. Preserve the default profile, duplicate it and change one command at a time. This makes it much easier to reverse a bad assignment or compare the two hands.
For the practical differences between selecting switches, rotating knobs and grabbing levers, see our guide to controller rays and cockpit actions.
Why are my VR controllers not detected?
A missing controller usually points to the OpenXR runtime, controller power state or launch order rather than an aircraft setting. Work through these checks in order:
- Neither controller appears: close MSFS, select the intended OpenXR runtime, wake both controllers and relaunch the simulator.
- Only one hand appears: check that controller’s battery, pairing and tracking outside MSFS. Restarting only the simulator will not repair a controller that the headset itself cannot see.
- Controllers are listed but no ray appears: restore the default motion-controller profile, switch out of VR and back in, then test a stock aircraft.
- Controllers work in menus but not one aircraft: try another aircraft. Custom cockpit code does not always handle every motion-controller interaction correctly.
- Inputs occur twice or the aircraft moves unexpectedly: inspect the motion-controller profile for unwanted pitch, roll, rudder or throttle assignments that duplicate a yoke or HOTAS.
A mistake we see constantly is changing button mappings before confirming that OpenXR detects both hands. Controls Options cannot fix a controller that never reaches the simulator through the active runtime.
Can I use VR controllers with a HOTAS or yoke?
Yes, and this is usually the most practical arrangement. Use the yoke, stick, pedals and throttle for primary flight control, then use motion controllers for switches, knobs, doors and other cockpit tasks.
MSFS can also let motion controllers manipulate a virtual yoke or stick, but physical controls offer better precision and do not depend on hand tracking remaining inside the headset’s tracking area. Keep primary axes assigned to one control system to prevent conflicting inputs.
Is hand tracking the same as VR controller support?
No. Native motion-controller support expects tracked controllers with buttons, triggers and defined OpenXR inputs. Optical hand tracking may require controller emulation and can show hands without providing reliable cockpit interaction; our MSFS 2024 hand-tracking explanation covers that distinction.