Mixed Reality on a Motion Rig

Full-motion platform, seat-belt tensioner, bass shakers — and your real cockpit perfectly mixed into DCS. Community best practices, proven on a complete F/A-18C pit on a motion platform.

🏆  This guide exists thanks to Radio Joe Everything on this page is distilled from the setup Radio Joe built and battle-tested in his full-motion F/A-18C pit at the VidCom Flight Sim studio — and generously shared with the community. ▶ Watch his original video to see the whole setup in action. Thanks, Joe!

Motion platforms are hard on MR setups: the platform motion can confuse the headset's inside-out tracking, and on rigs with strong haptics a mounted controller gets shaken so much that controller-tracked masks suffer. This guide shows one community-proven recipe for exactly that situation: world-anchored masks, the Quest's Travel Mode, and hand passthrough — no controller mount needed. A rigidly mounted controller remains a fully valid approach (see the controller tracking guide), especially on rigs with milder motion — pick whichever fits your hardware.

1

Base setup first

This guide builds on the normal PassthroughForge setup: Quest 3 (or Pico / Pimax), Virtual Desktop with a chroma-key passthrough environment, and PSF masks working in a static cockpit. If you are not there yet, do the Getting Started guide first, then come back.

Motion platform golden rule Set up and fine-place all masks with the platform levelled and idle. Motion comes last — after everything lines up standing still.
2

Quest Travel Mode — tracking on a moving platform

A motion platform is, as far as the headset is concerned, a moving vehicle: the world the cameras see moves with you while the IMU feels acceleration. Without help, that mismatch causes drift, wobble and the occasional full re-orient mid-flight. Meta's Travel Mode exists exactly for this situation — its tracking is tuned for moving environments (officially airplanes and trains, and it works remarkably well on motion rigs).

  1. Press the Meta button to open the universal menu.
  2. Open Quick Settings (click the clock / status area).
  3. Toggle Travel Mode on. A small icon appears between the Wi-Fi and battery symbols while it is active.
  4. If you don't see the toggle (first time): Settings → Experimental features → enable Travel Mode once (needs headset software v65+) — afterwards it lives in Quick Settings.

Video walkthrough — or see Meta's official Travel Mode help page with step-by-step screenshots.

When to switch it on Turn Travel Mode on before you start motion and leave it on for the whole session. With the platform idle you can fly with it off — but a moving platform without Travel Mode is where the “my cockpit keeps drifting away” reports come from.
3

Hand passthrough in Virtual Desktop

With masks covering your panels you can already see the pit — but your hands (and anything outside a mask, like a Stream Deck on the side) also need to be visible. Virtual Desktop can cut your real hands into the picture using the Quest's hand tracking:

  1. In the Virtual Desktop menu (inside the headset) open the Settings tab.
  2. Find the passthrough section and enable Show Hands (hand passthrough).
  3. Adjust the cutout tightness to taste — a slightly generous cutout also shows the button you are about to press, not just your fingers.

For frequently used gear that should always be visible (Stream Decks, radio panels), don't rely on the hand cutout — give them their own small PSF mask instead. Hands come and go; masks stay.

4

World-anchored masks — the no-mount approach

Mounting a controller to the rig is a proven way to keep masks glued to a moving cockpit — and it stays perfectly legitimate on motion rigs too. But if your rig has a seat-belt tensioner or strong bass shakers, the mount gets bounced around constantly and the mask shakes with it. For that case, this recipe simply doesn't track anything:

  1. Create your masks as usual and leave Tracking = None (World) — the default. World-anchored masks are carried by the headset runtime itself and are rock-stable; with Travel Mode on, “world” effectively means “your rig”.
  2. Park the controllers somewhere the cameras can see them occasionally (for menu use), but outside your sight lines — e.g. beside the seat, clear of the canopy view.
  3. After a DCS VR recenter, press Recenter All Masks in PSF (bindable as a shortcut / Stream Deck key) — keep your head still on your reference point for a moment while pressing.
  4. When everything lines up: Save Profile. Next session is a single recenter away from perfect alignment.
Why this works The platform moves you, the headset and the (Travel-Mode-stabilised) tracking space together — so a world-anchored mask stays exactly on your physical panel through every bump, skew and pull-up.
Mount or no mount? Both approaches are first-class in PassthroughForge. Rule of thumb: mild motion, rigid mount → controller tracking works great and survives re-seating without any recenter. Heavy haptics / tensioners → this world-anchored recipe keeps everything calm. You can even mix per mask.
5

Readable MFDs: ReShade + VREM (DCS)

DCS renders cockpit displays fairly dark in VR and offers little to brighten them in-sim — through passthrough-tinted lenses your DDIs and the AMPCD can become hard to read. The community fix is ReShade (6.x with full add-on support) plus the VR Enhancer Mod (VREM), a ReShade add-on built for DCS in OpenXR VR:

  1. Download ReShade (the installer with full add-on support) from reshade.me and install it for your DCS bin (MT) executable.
  2. Get VREM from its GitHub page or the ED forum thread and copy its files into your DCS installation as described there.
  3. In VR, open the ReShade overlay and raise the cockpit / screen brightness until your MFDs read comfortably through the headset.
Plays nicely with PSF ReShade/VREM and PassthroughForge both work as OpenXR layers and coexist without any special configuration — the setup in this guide runs both together.
6

Light your cockpit for the cameras

The passthrough image is only as good as what the headset cameras can see. Two rules make the difference between a murky video feed and a crisp cockpit:

  • Even, indirect light on your panels — LED strips above or beside the pit work well. Avoid a single bright lamp behind you (harsh shadows + camera auto-exposure fighting).
  • Keep some light on at night. The chroma-key cutout shows the real world — if the real world is pitch black, so is your cockpit. Dimmed, warm panel lighting keeps everything readable without washing out the sim.
7

Troubleshooting

SymptomFix
Cockpit / masks drift or re-orient while the platform moves Travel Mode is off — enable it (step 2). Recenter once after enabling.
Masks vibrate with every bump A mask is still controller-tracked. Set Tracking = None (World) — step 4.
Hands invisible over Stream Deck / panels Enable Show Hands in Virtual Desktop (step 3), or give that panel its own mask.
MFDs too dark to read ReShade + VREM (step 5); also raise cockpit display brightness in the aircraft.
Passthrough grainy / dark More light on the pit (step 6). The cameras need it.
Masks misaligned after a DCS recenter Press Recenter All Masks in PSF with your head briefly still (step 4).

Stuck? Jump on our Discord — several motion-rig owners (including the pilot whose setup inspired this guide — thanks, Joe!) hang out there and love comparing notes.