We do not yet officially say that we support VR, but our internal tests in VR have not shown any issues.

The long version

In order to give a more exhaustive response, let me frame that in how the galaxy rendering works a bit.

First off, the volumetric galaxy itself

You have two alternatives on how to render the galaxy volume: One is directly with a main camera, and one is with a secondary camera that renders the volume to a (usually) lower resolution texture, which is then used in the rendering pipeline on the main camera.

The first option will work out of the box as far as we've seen. Your issue will be that of performance, as it is hard to find a setting which works well and looks good in high resolution. The perceived rendering quality usually goes up when resolution goes down from the full screen resolution.

The second will, at this time, mean both of your eyes will see the same thing. That is to say, you won't have a stereoscopic effect. That said, however, we've found that rendering the volume in stereo is a bit useless as the low frequencies of the clouds will give you a negligible sense of depth perception anyway, so I would not recommend it.

This makes sense. After all, a galaxy is huuuuuuuge! Well, in real life at least. That means you would never have a parallax effect from your eye separation.

Secondly, the star field

What's more important here is the star field! Even if distances between stars are also huge, and wouldn't yield a parallax effect from your eye separation in real life either, we feel it makes a lot more sense from an immersion standpoint to let stars yield a stereoscopic effect. Thankfully, this should work right out of the box as well, as they are normally rendered directly by the main camera.