Microsoft Flight Simulator 5 min read

Does MSFS 2024 support VR hand tracking?

Ian Stephens
In short

MSFS 2024 VR hand tracking explained: how to enable hand-to-controller emulation and fix hands that cannot operate cockpit controls.

Microsoft Flight Simulator 2024 does not offer universal native bare-hand tracking on PC. It supports OpenXR motion-controller input, so hand tracking works only when the headset runtime or an intermediary utility translates your hand poses and pinches into controller actions or mouse clicks. Compatibility therefore depends on the headset and connection method.

What does MSFS 2024 actually support?

MSFS 2024 directly understands tracked VR-controller actions, but it does not guarantee direct use of every headset’s raw skeletal hand data. A headset can display your hands in its own home environment while sending no usable Select, Grab or mouse input to the simulator.

Input methodSupport in MSFS 2024What appears in the cockpit
Physical VR motion controllersDirect supportController models, pointers and mapped actions
Bare hands emulating motion controllersConditionalUsually controller models or pointers rather than rendered fingers
Bare hands emulating a mouseConditionalA cursor controlled by hand movement and pinch gestures
Raw OpenXR skeletal hand data onlyNot sufficient by itselfNo dependable cockpit interaction unless something translates the data

Before configuring hand input, confirm that you have one of the compatible OpenXR headsets and input arrangements. Headset hand tracking and PC OpenXR support are separate capabilities.

How do I enable VR hand tracking in MSFS 2024?

To use bare hands, configure one translation path that presents them to Microsoft Flight Simulator 2024 as motion controllers or mouse input.

  1. Enable tracking on the headset. Test it in the headset’s own interface first. If the headset loses your fingers there, MSFS cannot correct the underlying tracking problem.
  2. Establish the PC VR connection. Start the headset software and make sure the intended OpenXR runtime is active. Our PC VR and OpenXR setup sequence covers the basic connection process.
  3. Enable one hand-input translator. If the PC streaming software offers an option to forward hands as controllers, enable it. Otherwise, a compatible OpenXR hand-to-controller or hand-to-mouse layer is required. Do not run both methods together.
  4. Start the translator before the simulator. Some OpenXR layers are loaded only when the VR application starts. Restart MSFS after changing the runtime or translation method.
  5. Check the detected input device. In the Controls Options screen, look for an emulated VR controller and test its primary action. A mouse-emulation method may not appear as a separate controller; it should move the normal mouse pointer instead.
  6. Map the gestures. Assign an index-finger pinch to the primary Select or trigger action. Map secondary clicks, grip and scrolling only if the translation software supports distinct gestures.
  7. Enter and centre VR. Load a flight, switch to VR and centre the view from your normal seated position. Point at a highlighted control and pinch to operate it.

For pointer-based control, the most reliable arrangement is a pinch for Select and a separate gesture or physical control for scrolling. Avoid mapping the same pinch to both a controller trigger and the left mouse button, because one movement can then produce two clicks.

Why can I see my hands but not click anything?

Visible hands only prove that the headset is tracking them; they do not prove that MSFS is receiving an action it understands.

  • Hands work only in the headset interface: the PC connection is not forwarding them. Enable hand-to-controller or hand-to-mouse emulation in the PC streaming path.
  • No VR controller appears in the controls list: the translation layer may be inactive, incompatible with the selected OpenXR runtime or loaded after the simulator.
  • The pointer moves but pinching does nothing: bind the pinch to one primary action. Check that it is not mapped solely to Grip, which many cockpit switches do not use.
  • Controls activate twice: controller and mouse emulation are probably running together. Disable one input path and restart the VR session.
  • Switches work but rotary knobs do not: knobs often require a drag, scroll or thumbstick-style action. A mouse wheel or physical rotary control remains more dependable.
  • Tracking freezes near the yoke or throttle: the headset cameras have lost sight of your fingers. Improve room lighting, avoid covering one hand with the other and keep gestures inside the cameras’ tracking area.

If the entire headset is missing rather than just the hands, use our OpenXR and headset-detection checks before troubleshooting gesture mappings.

Can hand tracking replace VR controllers or a HOTAS?

Hand tracking is best treated as a secondary cockpit input, not a complete replacement for physical controls. It works reasonably well for large switches, overhead panels and occasional button presses, but small avionics keys, guarded switches, rotary encoders and controls hidden behind a yoke expose its precision and occlusion limits.

We recommend a physical yoke or stick, throttle and pedals for flying, with hand tracking for accessible switches and a mouse or VR controller kept within reach. Our cockpit interaction guide explains the practical pointer, grab and rotary-control methods.

Successful hand tracking may still display virtual controllers, rays or a cursor instead of articulated hands. That is normal when the runtime is emulating controller input; MSFS receives the translated action rather than a fully rendered hand skeleton.

Does hand tracking work on Xbox or PSVR2?

These instructions apply to PC VR. Microsoft Flight Simulator has no VR support on Xbox Series X|S. PSVR2 support for MSFS 2024 is scheduled through a free 2026 update, but that announcement does not confirm optical bare-hand tracking; tracked PSVR2 controllers and bare-hand tracking are different input methods.

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