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R.E.A.L. mod for Grand Theft Motorcar V - 100% VR!

by LukeRoss

Check out my Ruby Dead Redemption 2 VR mod, it's in early access on Patreon! Also, my Patrons are voting right now on which games I should do next :-)

Red Dead Redemption 2 VR Mod Gameplay - First 27 Minutes


Watch this amazing video past Adil VR Mixed Reality if you lot're on the fence nigh installing my mod and you want to become a sneak peek of what information technology'due south like to experience GTA V "from the within"!!

Watch a video demonstration


Tabular array of contents

Quick setup
In-game HUD
Keyboard/mouse, controller, aiming
Recentering your view in VR
Cutscenes
Position tracking, animations, and the player's body model
I encounter car wheels in the sky, WTF?!
Advanced tweaking and hotkeys
More advanced graphics tweaking
Even more advanced resolution tweaking
Fixes included in the R.E.A.L. mod
FAQ
I am an experienced GTA modder and I wish to contribute, where do I begin?
Credits

Quick setup

  1. I recommend that y'all start from a clean installation of the game, updated to the current version (1.0.2245.0), with no other mods present. And so if you wish, after you lot're confident that everything works correctly in VR with the R.Eastward.A.L. mod, you can endeavour mixing it upwardly with other mods that you lot like, although I cannot guarantee that there will be no incompatibilities (a sure source of problems for instance would be trying to use additional mods that change the photographic camera FOV). If you're unable to update the game for some reason, one-time versions down to 1.0.1180.two should also work, but I can't requite you much support there.
  2. Before installing the mod, kicking up the game ordinarily on your monitor and make the following important adjustments to the settings; when yous're done, exit the game over again:
              Settings> Gamepad> Targeting Mode                  : Free Aim Settings> Photographic camera>  Showtime Person Head Bobbing       : Off Settings> Camera>  First Person Third Person Embrace : On Settings> Camera>  First Person Vehicle Hood       : Off                          
  1. Unrar GTAV_REAL_mod_by_LukeRoss_r7.rar into the main game folder, i.due east., the one where GTA5.exe is, usually something like C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto 5 for the Steam version, C:\Program Files\Epic Games\GTAV for the Epic Games Store version, or C:\Plan Files\Rockstar Games\1000 Theft Auto V for the Social Lodge version. Confirm overwrite for all files if you lot already had a previous release of the R.East.A.Fifty. mod. Otherwise, there should be no need to overwrite any existing files: if the extraction program asks you to do that, it is probably considering you have other mods installed, which you should remove at least temporarily (meet point 1).
    3a. Since Rockstar keeps updating the game, each time breaking all script mods, you should also download the latest Script Hook V package from Alexander Blade's page (http://www.dev-c.com/gtav/scripthookv/) and apply information technology to update the ScriptHookV.dll file that you take in the game folder; the other files in ScriptHookV_1.0.XXXX.Y.zip are unchanged and you don't need to replace them.
  2. Everything in this step is very important: if you fail to practice this correctly, chances are that the R.E.A.L. mod volition work very poorly—or not at all. The game must not be running as you perform these few operations. If you have the Steam version of GTA V, make sure that "Use Desktop Game Theatre while SteamVR is active" is unchecked in the game properties page for Steam. Find and run the RealConfig.bat file that the mod put into the main game folder. At the prompt, select "Loftier" if y'all take a high-terminate system, with a powerful CPU and graphics card, or "Low" if you have a potato computer; try "Medium" if yous have a system that runs VR normally and you want to prioritize resolution at the expense of other graphical quality options. The batch file volition automatically backup your Documents\Rockstar Games\GTA 5\settings.xml file as settings_ori.xml, and supercede it with ane of my templates that provide initial graphics settings known to be uniform with the VR mod. Later on on, if you lot are so inclined, yous volition be able to refine settings to your liking as explained in the Advanced tweaking section, in lodge to find the best possible balance between graphic quality and frame rate.
    For returning users or people who have watched an old video tutorial: In previous releases of the mod, settings.xml needed to be edited manually to specify the correct video card name for your system, and after it was recommended to set the file every bit read-only. Neither of those hacks is necessary anymore, and in fact it is best not to set the file to read-only, otherwise the game won't be able to save your graphics settings if you lot make changes while playing. Yes, it'due south now possible to change graphics options without exiting the game, and you tin can even enable MSAA! Discover out more in Avant-garde tweaking.
  3. Retrieve to gear up your Windows default audio device to the VR headset, otherwise you lot will have no sound in game (if yous have an Oculus system, this step can later be automated with the Oculus Tray Tool by creating a contour for GTA V and enabling the Sound Switcher).
  4. If you have an Oculus/Facebook Quest or Quest two, yous can either connect it to your PC using a USB 3 cable, or fifty-fifty better, attempt out the new Oculus Air Link for wireless play (see #355 for discussion)! 3rd-party solutions similar Virtual Desktop or ALVR do non back up the mod for the moment and requite unacceptable stutter. If instead you are using a WMR headset, please run into the release notes for important data.
  5. Put on your HMD, choice up a gamepad if you wish, launch the game and curiosity at the beauty that is Los Santos in VR! Whenever you need to recenter your view or to realign the HUD in front of you, just milkshake your caput once equally though you were maxim no (more details in the Recentering your view section beneath). If tracking seems hasty or jumpy, brand sure that ASW (for Oculus) or Move Smoothing (for SteamVR) is off, either globally or for the GTA V app. Looking around with your head should feel perfectly fluid and smooth, just like a native VR game.
  6. In case y'all need troubleshooting, or if just desire to know more than, please read the rest of this file! There is as well a FAQ section at the end.
  7. Video tutorial with gameplay: If you desire to double check your installation steps with the help of a video tutorial, or you'd like to encounter how the mod looks and plays on Loftier settings, Mike from the Virtual Reality Haven channel put out a bang-up video for Release 4 of the mod!

In-game HUD

After several experiments, I settled on a solution that I believe is the best compromise between ease of access to the various information fields available on the HUD (such as game hints, ammo, subtitles, and peculiarly the all-important radar) and the necessity in VR to keep the HUD out of the way then that it doesn't backbite from immersion in the game earth.

In my implementation, the HUD is semi-transparent, suspended in space most three anxiety in front of your head, and it is:

  1. slightly larger than your field of view in VR, so you'll have to plough your head a petty in the direction of the HUD element that yous want to observe; this way, your normal line of sight isn't occluded past the HUD elements;
  2. fixed in space, instead of somehow rotating after your head with some delay or inertia, a play tricks used by some games that I personally find very distracting and basically incommunicable to become right.

A notable exception happens when you are aiming, in which case the HUD volition go smaller and headlocked, so you'll always have all the information that you need visible in front of you even when you accept to rotate your caput apace to follow enemies.

In the end, if you play sitting on a couch or at your desk, the HUD will always be in front of you, only at the margins of your field of view. If you play in roomscale and you lot need to turn around, y'all can reset the HUD position (bringing it again in front of you) someday you want just by shaking a single no with your head, which will recenter the headset as described in the Recentering your view section below.

Keyboard/mouse, controller, aiming

For my previous VR conversion of No Ane Lives Forever 2, a game that offered no native gamepad support because information technology was developed before gamepads became mutual for gaming PCs, I had to come upwardly with custom bindings for the many controls needed. GTA V is way more avant-garde in that regard, and it will support basically every kind of controller that you throw at it. I have played every mission and activity from "New game" to 100% completion with all Gold medals, fully in VR, using an Xbox One gamepad. There are no special commands needed for VR, apart from the headshake gesture described beneath to recenter the headset view. Keyboard and mouse will possibly experience less immersive (the controller vibration does wonders to brand you feel like you're actually driving on bumpy roads), only they will likewise let you to bring the game to completion. Also, many people are having lots of fun using steering wheels with https://world wide web.gta5-mods.com/scripts/transmission-transmission-ikt!!

Oculus Impact controllers (or like tracked controllers for other systems), notwithstanding, are Non supported. There was another mod out at that place that made them somewhat usable by removing your in-game character's torso, but it's not something I'chiliad personally interested in doing, for diverse reasons:

  1. GTA V needs all the buttons you lot can discover on a controller, while Oculus Touch sadly lacks a D-Pad;
  2. GTA V is a long game, and since the main focus for this mod is being able to complete 100% of the game in VR and to leisurely admire the cute and incredibly complex earth that Rockstar created, you need to be able to play seated and without holding your arms out in front of you for hours on end. Mimicking a real gun with the Affect controllers tin be great fun for a short time, I know, but there is no shortage of gallery shooters to play if that's your bread and butter;
  3. perhaps most importantly, both NOLF2 and GTA 5 were built and designed with traditional FPS aiming in mind. I'm much more interested in preserving the original amuse of the games equally they were intended to be played, with beautiful animations and precise aiming, than I am in drawing a disembodied, floating gun in the air and perhaps tacking a light amplification by stimulated emission of radiation arrow onto it in order to make some sort of aiming possible.

For the same reasons, I went to some effort to implement dominant-middle alignment when rendering the weapon model, so that yous can properly aim down the sights as you would in real life. See Advanced tweaking afterwards for data on how to select your dominant eye (default is the right one).

If this is your first time trying out a modern with head-driven aiming, don't permit yourself be discouraged by detractors: aiming with your gaze becomes completely intuitive in just a few minutes, information technology can exist washed every bit well if you lot play standing in roomscale or seated, and it'southward way faster and more than accurate than aiming with the hand controllers. Again, this is non to say that games built purposely around the Touch system are non fun; they are. Still, they exercise get quite hard on the arms in just a few hours, and as proven by Rockstar'south very own partial port of L.A. Noire, that doesn't work so well for vast open-world games.

Recentering your view in VR

GTA V has quite a few intense moments; so, especially if y'all move around a lot in roomscale, you lot may ofttimes discover yourself needing to recenter the view, in particular to reset the HUD to exist in front of your line of sight, or to realign the position tracking with the character model (see likewise Position tracking below).

You lot can employ the Dash menu by pressing the Oculus button on the controller, or like overlay menus for other systems; but much more than conveniently, you can just briefly milkshake your caput from side to side as if y'all were saying no. This recentering gesture is ever available and recognized, no matter if you're in a mission, gratuitous roaming, in the menus, loading the game, and and so on. The movement will become 2nd nature in a short while, and I find information technology so convenient and take become so accepted to it that I sometimes grab myself doing it in other games and wondering why information technology didn't work :-)

If you cannot seem to trigger the recentering, follow these instructions:

  1. keep your head quite yet for a couple of seconds: this is needed because we don't desire to have faux triggers when you're jerking your caput effectually continuously, e.g. during combat;
  2. give a rather precipitous shake to the left or the correct (a single 1 is enough, even though the modern tin can also deal with repeated shakes) and immediately return your head to the initial position. By sharp I don't mean and then hard as to injure your neck or to have the headset slide around on your face: just enough to allow the mod to reliably distinguish the move from a normal await-around motion;
  3. the mod will look for a fraction of a 2d to allow your caput position to stabilize, then it will instruct the VR runtime to recenter the headset. There will be no visual or acoustic feedback that recentering has happened, merely you'll always be able to tell because the HUD will snap back in forepart of you lot (and so volition your vehicle if you lot're in 1).

If y'all are in a vehicle, and you don't need to reset the HUD only only to marshal your character with the direction the vehicle is facing, a convenient shortcut that won't affect the HUD position is to briefly printing the push for looking behind you (defaults to C on the keyboard, or pushing in the right stick on the gamepad).

Cutscenes

Release 4 update: Swell news for those of yous who like to play the story missions in VR: I finally came up with a universal FOV set that also works in cutscenes! No more in-your-face characters, no more than camera zooms, no more than world warping when yous plow your head!!

In my previous R.East.A.L. mod for the almost forgotten precious stone that is NOLF2, I was able to offer a lot of options for viewing cutscenes, so they could be enjoyed past all kinds of people, from those who take built sturdy VR legs down to those who immediately get sick as soon as the photographic camera moves.

GTA V is much more rigid in its direction of the camera during cutscenes, and to the best of my noesis it is impossible to even properly set the cutscene photographic camera FOV from a mod (though if you're a modder and you know different, please see your section farther on and get in touch with me). So, cutscenes will exist very immersive, but perhaps a little likewise difficult on some players: the camera will zoom in on characters and move around a lot, simply equally it does in the original 2d version. You'll be able to look everywhere in roomscale and see all kinds of hidden details, however, which should brand upward for the discomfort!

Edit: This paragraph is no longer very relevant because of the new universal FOV fix, only I'one thousand leaving it here for historical reasons and because it mentions the virtual screen mode, which some people may withal want to utilise. Release 3 of the modernistic introduced 2 unlike viewing modes for cutscenes. I telephone call the starting time new mode "dynamic stereo". Information technology automatically adapts to the varying camera FOV, so that the former problem where characters in cutscenes were frequently too shut to your confront for comfort, and looked somewhat flat, is completely eliminated. It also preserves the power to look around freely, then for near users it should definitely be an comeback, which fabricated me decide to set it as the new default. The only downside is that, when the camera really zooms in, faces will tend to wait larger than life, the same as in 3D movies. If even this mode of viewing cutscenes is as well much for you, please see the Advanced tweaking section below to switch to the second new mode: a static, 2d virtual screen that completely eliminates all issues with motion sickness or vergence, of course at the cost of reduced immersiveness.

Also in Advanced tweaking, yous'll find that there is one option for pitch command that you can modify, and you can fifty-fifty strength the FOV, which gets rid of the zoom event completely merely introduces all kinds of artefacts as described in Car wheels in the sky[no longer needed]. In case of panic, merely remember that all cutscenes can be skipped after a 2d or so by pressing A on the controller or the left mouse push button.

My advice is, if y'all tend to get ill during cutscenes, just keep very notwithstanding and don't endeavor to follow or to counteract the movement of the camera with your own head. Also, don't push button it: as soon as yous offset to feel queasy, accept a break and don't try again until you feel completely OK. With these unproblematic tricks, you'll build your VR legs in no time!

Position tracking, animations, and the player's body model

With NOLF2 I was able to implement full position tracking considering the game provided a style to move the main grapheme model accurately past an capricious, precise corporeality. GTA V does not, or if it does, I couldn't observe out how. However, position tracking is extremely important for immersion: existence able to look around obstacles, for example, or doing stuff similar leaning forward and looking upward at the moon through your windshield when you're driving around at night, makes the virtual world feel then much more real (R.Eastward.A.L., ha-ha). It makes you lot feel at that place. Then, position tracking is active past default, although it can be disabled equally described in Advanced tweaking.

There's a caveat though. For the technical reasons that I just mentioned, the commencement that you lot apply to the photographic camera when you move your head in real life does non directly comport over to your character'due south caput, or body. Actually, if y'all motion effectually too much while in 1st person, you'll quickly detect out that GTA V's trunk model for the player character does not even include a head! Your character'south torso ends at the neck with a beheaded stump, and that can be quite disturbing the first few times that you run into it. Be brash!

In that location are as well a few circumstances when the game volition just take command of the camera, which represents your head, and will arrive exercise whatever it goddamn pleases without heeding your input. That happens for example when y'all enter a car (as y'all know, that animation is extra-long if you lot are committing grand theft auto), when you get thrown from a vehicle, when yous slide downwardly a slope, when you lot roll on the basis, and in other situations of the sort.

All of that can be quite jarring if you oasis't yet fully developed your VR legs. Please follow the advice given in the previous Cutscenes section, and as an even stronger recommendation for in-game animations, don't endeavour to fight the camera. Just keep for the ride, allow information technology do what information technology wants to do, peradventure even close your eyes for a few moments if you feel queasy, and simply wait it out.

I meet car wheels in the sky, WTF?!

This section is no longer relevant since I managed to come up with a universal FOV ready! I'grand leaving it here for historical reasons and just in case anybody is unable to update to Release four or after of the mod.

In VR, one of the most important requisites for immersion and to avert motion sickness is making sure that the FOV (field of view) of the game photographic camera exactly matches the headset's. So, a VR mod has to somehow coax the game into e'er using the same FOV. The modding community has discovered a few means to tweak the gameplay camera FOV in GTA Five, which made this R.E.A.L. mod possible, only no universal solution has been found, at to the lowest degree that I know of.

So, even though most of the time I'm able to properly set the camera FOV in a way that allows for correct rendering of all objects, at that place are situations when I have to forcibly override the field of view during the rendering process itself, which leads to some pop-in at the edges of the image (the game was expecting to draw a narrower portion of the world, and so it didn't load some parts of information technology in time), and most notably to some objects in the world being drawn at the wrong positions. This includes automobile wheels, suspended wires, shadows and clouds.

A situation where you'll frequently experience this problem is if you, uh, interact with a hooker in your car. In that case, just concentrate on what happens inside the auto, and never mind the wheels floating effectually exterior ;-) Another occurrence of this may be during cutscenes, just only if y'all forcefulness the zoom override as listed further on in Advanced tweaking.

Avant-garde tweaking and hotkeys

In the Thousand Theft Automobile Five\Settings folder that gets created when you extract the mod, I have provided three template versions of the settings.xml file, one of which volition exist copied over to your Documents\Rockstar Games\GTA 5 directory when you lot run RealConfig.bat, to provide a starting point for your ain customized graphics settings.

Release 4 update: It is at present possible to change graphics options without exiting the game, and y'all tin even enable any valid combination of FXAA, MSAA and TXAA! The merely thing that still needs to be edited past hand (and kept in sync between settings.xml and commandline.txt) if you lot want to change information technology from my defaults, is the base window resolution. Note that MSAA has a huge affect on performance, and so I just recommend it for people who have powerhouse GPUs (see the new More advanced graphics tweaking department for more than info).

If you desire to customize your graphics options to further melody the game performance to your specific arrangement, with the goal of keeping a steady frame rate while at the aforementioned fourth dimension enjoying the fullest graphical quality, at that place are a few of import facts which you should keep in mind. Beginning of all, the settings given in the following table must always exist honored for the modernistic to work properly:

              Settings> Graphics>          Aspect Ratio                  : must be Automobile Settings> Graphics>          Shader Quality                : must be either Very High or High Settings> Graphics>          In-Game Depth Of Field Effects: recommended Off Settings> Advanced Graphics> Frame Scaling Mode            : must be either 5/ii (x2.500) or ii/1 (x2.000)                          

The modernistic as well assumes that you are running the game with a square resolution (which can ordinarily be set only in windowed mode). The High and Medium template files use 1080x1080, while the Depression one starts from 600x600. Mind that this is not the resolution which will be sent to your headset: the modernistic leverages the internal workings of GTA's RAGE engine to return the in-game world at a much higher resolution, as specified by the Frame Scaling Mode value. Edit: encounter the new Resolution tweaking section below for more in-depth information.

Running the game in a square window is very important, considering due to the way VR systems manage the 2 heart buffers, letting the game cull a 4:3 (or fifty-fifty worse its preferred 16:9) attribute ratio would event in lots of wasted pixels, i.due east., pixels which would be rendered by the game engine but could never be seen in the headset, causing a big functioning loss. You definitely don't want to do that!

This paragraph is no longer relevant. Since Release 4, all graphics options except for the base window resolution (which can be seen under Settings> Graphics> Resolution) can be changed from the in-game menus without breaking the mod. Unfortunately this also means that most of the graphics settings cannot be tuned while in game, merely must be changed by paw in the Documents\Rockstar Games\GTA V\settings.xml file after quitting, because although GTA V can work with custom resolutions, it doesn't seem to call back them when it re-initializes the renderer subsequently non-trivial graphics settings take been modified. In exercise, what will happen is that GTA V will reset the resolution to 800x600 any time y'all make a meaning change, and the mod will stop working or behave oddly. So, unless I or some other modder manage to come up with a trick to ever strength the game to apply a custom resolution, what you should do is tweak your graphics settings directly by editing the settings.xml file subsequently you have quit the game, instead of using the menus. Or, mayhap more easily, you lot can modify the settings from the game menus, which volition revert the resolution to 800x600 after y'all apply them, and and so quit the game and edit the settings.xml file to put dorsum the desired square resolution before you launch GTA again.

The R.E.A.L. mod offers some advanced options that you can tweak in real time while playing, past using keyboard shortcuts (hotkeys). The hotkeys are disabled past default, to avoid possible problematic interactions with other mods that use the same shortcuts, and also to baby-sit against apparent quirky behavior of the R.E.A.Fifty. modern if the keys become hit inadvertently during gameplay. To enable the hotkeys, printing F11. If you want to turn them back off afterwards making your tweaks (the inverse options will remain fix until you quit the game) just printing F11 again. Note: many people seemed to misunderstand this as a sort of shift key that should be pressed together with the others. That's not the case. F11 behaves every bit an on/off button, just like Caps Lock.

Here is the list, with the initial value of each option:

              F11         Toggle hotkeys - off at first 0           Cycle stereo mode in cutscenes (normal, dynamic, flat screen) - dynamic at outset T           Cycle ascendant eye for aiming downwards sights (none, left, right) - right at outset Y           Bike heading control (ever, only when aiming, never) - ever at start U           Toggle pitch control - on at get-go I           Toggle decoupled 3rd person camera - on at start O           Toggle view matrix fix enable - on at showtime J           Bike pitch mode in cutscenes (absolute, relative, cut relative) - cut relative at start K           Toggle full camera tracking in cutscenes - on at start '           Toggle slow motion - off at kickoff N           Toggle FPS counter - off at start -           Cycle HUD tracking way (normal, forcefulness fixed, force headlocked, developer) - normal at start End         Toggle gyro stabilization of view in vehicle - off at start NUMPAD /    Recenter HMD - centered at start NUMPAD .    Cycle zoom override (never, simply cutscenes, e'er except cutscenes, always) - never at start NUMPAD 0    Toggle position tracking - on at start NUMPAD 2    Toggle stereo rendering (alternating optics) - on at start NUMPAD iii    Toggle darts/lawn tennis FOV override - on at kickoff                          

Edit: since Release 3, the defaults for some of those settings can be customized past editing the RealVR.ini file. The mod volition not overwrite this file, so fifty-fifty if you tweak the options using the hotkeys, the initial values that you set by manually editing RealVR.ini will be preserved for the next run.

More avant-garde graphics tweaking

First from Release 4, the mod uses a much improved technique for capturing the game's internal rendering buffers. Likewise, thanks to Reddit users /u/SIMBO and /u/enarth I constitute out that forcing a custom resolution in commandline.txt, instead of only putting it in settings.xml, keeps GTA Five from reverting to 800x600 every fourth dimension that a graphics choice is changed.

Together, those ii things mean that it is at present possible to change graphics settings on the fly while in-game, instead of having to edit the settings.xml file manually, which should make finding the perfect compromise between image quality and frame rate much faster and easier than information technology used to be.

Some other new characteristic of Release 4 is full support for all valid combinations of FXAA, MSAA and TXAA. Now, before you get carried away, in that location are a few facts that you should keep in listen. FXAA is extremely cheap in terms of performance (information technology only shaves away a couple of fps) only it doesn't help a lot with shimmering edges, and it also blurs the image noticeably. MSAA is much better in terms of visual quality, but information technology has a huge impact on performance: even just setting it to 2x volition fire abroad more than than 30% of your frame charge per unit. This drop is non specific to VR or my mod incidentally: meet for instance this IGN report from 2015. TXAA looks very good and costs basically nothing, but it only works on NVIDIA cards and in conjunction with MSAA. If you have at least a GeForce GTX 1080 Ti, I advise the combo MSAA 2x + TXAA for extreme quality: y'all can win dorsum some of the lost frame rate past dropping Post FX to Normal. On height-of-the-line AMD cards, the best-looking usable combo is probably MSAA 2x + FXAA (I'll need your feedback here, since I cannot test this configuration directly). Do not actuate all three on NVIDIA cards (MSAA + TXAA + FXAA) unless you're looking for some sort of placebo gratification: I checked the draw calls and FXAA is internally disabled whenever TXAA is used, even though it still appears equally On in the menu.

Last but non least, Release 4 and after are fully compatible with the latest versions of so-chosen graphics overhaul mods for GTA Five. I have successfully tested NaturalVision Remastered, VisualV, GTA v Redux, and 1000.V.Grand.A. (Make Visuals Bully Once more). My personal preference, if you're interested, goes to M.5.G.A., because information technology gives the almost important improvements that yous tin get from these modifications (less fog with better depict distance and clarity, photorealistic colour palette, darker nights) without being so oversaturated and mostly a flake over the superlative as some of the others, and without having whatever observable affect on frame rate. Redux instead appears to be very buggy, and other modders that I respect said that it's basically stolen work, then I'd advise against using it, but if you really must, make sure that you enable some form of antialiasing (either FXAA or MSAA) otherwise 1st person will be broken during night, and ready Post FX to Normal otherwise cutscenes will look fuzzy and distorted. Too be mindful that the more realistic lighting atmospheric condition that all these mods enable, even though they can look astounding in VR, can sometimes mess with gameplay; for example flying at dark becomes much harder and frustrating, particularly in 1st person, because you can inappreciably run across the terrain.

ReShade is not compatible with the R.E.A.L. mod and probably never will exist, because ReShade is designed to operate on the concluding backbuffer, instead of the high-res internal buffer that gets sent to the headset. So, if yous're installing i of the graphics overhaul mods mentioned in the previous paragraph, skip the optional ReShade installation, otherwise you'll lose fps simply to make the onscreen window nicer.

Even more than advanced resolution tweaking

The high-finish and medium template files brand the game run in a 1080x1080 window, with a frame scaling of five/2 (<SamplingMode value="ix" /> in the settings file), which means that the bodily framebuffer resolution will exist 2700x2700. A few users with very powerful video cards, wanting to really push their rendering resolution to farthermost values, asked whether it is possible to raise the frame scaling multiplier further: unfortunately it cannot be done, every bit <SamplingMode value="9" /> is the maximum. However, what tin and should be done if you desire to achieve higher supersampling in the VR headset is to increase -width and -height in the Chiliad Theft Auto V\commandline.txt file, ever keeping them identical.

Equally an example, on the Rift, near-perfect image quality can be obtained by setting both -width and -acme to 1200 before running the game. More than that, particularly with MSAA turned on, volition bring even the well-nigh powerful GPUs available today to their knees and kill your frame rate.

If yous are playing with KB/G, and fix a base window resolution that is larger than your Windows desktop resolution, you might find your mouse pointer unable to attain all parts of the window, meaning that the menus and some in-game interactions might not work properly. My recommendation in this case is to extend your Windows desktop resolution beyond the limits of your physical monitor, which can be accomplished using Dynamic Super Resolution if you have an NVIDIA carte, or Virtual Super Resolution if yous take an AMD i. I know for a fact that DSR works correctly with GTA Five in this context, as I'm using it myself; some feedback would be appreciated from AMD users about VSR.

Fixes included in the R.East.A.L. mod

Here's an incomplete list of all the stuff that I needed to gear up in lodge to achieve a fully immersive VR environment for GTA Five, and to allow playing the game to 100% completion without ever needing to remove the headset (sorry but this list has not been updated since Release 1, see the release changelogs for the latest news):

  • 1st person camera while on human foot:
    • patched the walking FOV to lucifer the headset's (with updated signatures for game version 1737.half-dozen)
    • patched the crouching FOV to match the headset'due south (again, with updated signatures for game version 1737.half-dozen)
    • moved the player grapheme's telephone away and to the left, as otherwise it would be style too shut to the eye photographic camera and tucked into a corner to be legible
    • tied the character'southward heading to the direction the player is looking at, so "forward" on the keyboard/controller stick will always correspond to "forwards" in the visible game globe (selectable)
    • pushed away the weapon models that would otherwise be uncomfortably close to the eye camera (variable offsets depending on the aiming weather)
  • 1st person camera while in vehicles:
    • patched the FOV to lucifer the headset'southward
    • we tin finally expect wherever nosotros want when driving, yay!
  • 3rd person camera while on foot:
    • patched the FOV to match the headset's
    • decoupled the camera angles from the position, so that the player can look around with the headset and separately orbit the photographic camera around the in-game graphic symbol using the mouse/controller
  • tertiary person camera while in vehicles:
    • patched the FOV to match the headset's
  • aiming camera:
    • dynamically changed the crosshair depth (altitude from the middle) to e'er match the depth of the object that the thespian is aiming at
    • recognized when the player is aiming down the sights and moved the weapon then that it aligns with the dominant center (selectable)
    • applied a special-instance treatment when the thespian is aiming from a vehicle in 1st person
    • practical a special-example fix to the crosshair for armed vehicles (east.g., the P-996 LAZER)
  • all cameras:
    • stereoized the world rendering by shifting the in-game camera into the eye positions on alternating frames (run across the commencement question in the FAQ)
    • tied the yaw (left/right angle, besides called heading) of the in-game camera to the headset's relative yaw
    • tied the pitch (up/down angle) of the in-game photographic camera to the headset's absolute pitch
    • overrode the game'due south stringent limits on camera pitch, especially in vehicles
    • applied a supplementary view fix during rendering to perfectly correct the photographic camera angles and position fifty-fifty when the in-game photographic camera resists existence inverse
    • tied the roll (lateral tilt) of the rendering photographic camera to the headset'south ringlet, relative to the vehicle roll when the player is in a vehicle
    • fixed the really close photographic camera coordinates (used e.yard. for the player's character body model)
    • fixed the helmet and masks (a special effect applied in 1st person, e.g. when your character is wearing a helmet while riding a bike)
    • provided a way to forcibly override the photographic camera zoom if desired
    • added position tracking so you can look around objects and freely adjust your driving position in vehicles
    • stock-still the problematic "await backside" control
    • fixed the yaw command for several corner cases where the game wrestles you for ownership of the camera (sitting on the couch watching Tv set, climbing ladders, drinking at the strip guild, interacting with Chop, swimming, ...)
  • cutscenes:
    • adjusted the photographic camera so you lot can look around freely while a cutscene is playing
    • added position tracking and then you can peek effectually objects
    • recognized scene cuts and so the view direction can exist reset (adaptable)
    • suppressed the blackness confined
  • HUD:
    • fixed a game issue where if the attribute ratio is not sixteen:nine, the left and correct sides of several menu pages would get cut off the screen
  • forced the game to utilize the video bill of fare to which the VR headset is fastened
  • limited the D3D11 maximum frame latency to one
  • fixed heading command while swimming
  • fixed the special case for heading control when the player is inbound a vehicle
  • fixed a number of post-processing effects that would incorrectly be applied to the HUD instead of the eye buffers, like for instance fade-ins and fade-outs, underwater distortion/blurring, ...
  • fixed the vignetting outcome (used eastward.g. with rifle scopes)
  • stock-still the scope border (used east.grand. for pier telescopes)
  • fixed the yellow and blueish markers (used e.g. for race checkpoints and mission locations)
  • fixed the golf trails (used to bear witness the ball's predicted trajectory)
  • fixed the FOV during darts and lawn tennis games
  • fixed the FOV for the fairground rides and the cable car, just bank check them out!
  • fixed the FOV for the cinemas and the strip club
  • forced the FOV when you are existence entertained past a hooker in your car (some artefacts visible outside the auto)
  • fixed the darts reticule (the twitching cursor used to aim when playing darts)
  • fixed the trunk bag zipper in Dead Human Walking
  • stock-still the binoculars effect used in some cutscenes
  • fixed some missions that use peculiar means of decision-making aiming (shooting from dinghy, defending Cargobob, ...)
  • fixed the erratic photographic camera control when shooting from a heli as a passenger
  • fixed the special HUDs and target markers used in some missions (similar Centre in the Sky, Caida Libre, ...)
  • fixed the Snapmatic camera shutter consequence
  • fixed the stunt jumps slow-mo camera
  • fixed the third person special camera when mopping the floor in The Bureau Raid
  • added an in-HUD fps counter to monitor performance while playing in VR
  • detected many special game states (e.g., booting, loading a mission, paused, browsing the in-game internet, using an ATM, closing popups at Life Invader, ...) to bring the HUD in the foreground and arrange the aspect ratio
  • added a boring motion command that can be used to make magic moments in VR last (near) forever

Delight note that except for the troubles with the 1:1 attribute ratio and the menus being cutting off to the sides, all the above problems are not bugs with the game per se, but only issues that stemmed from the VR conversion (similarly to what happens when a game meant for a 2D monitor is coaxed, with the help of 3D Vision, into performing stereoscopic rendering). In truth, I've institute GTA Five to be unbelievably stable and bug-complimentary, especially when you consider the huge complexity of its open world.

Also note that when the game is existence forced to do something that Rockstar'southward original implementation would foreclose (like looking all the manner down toward your anxiety, especially while in a car) at that place might exist some artefacts and/or camera twitches. The same can happen in cutscenes, particularly if you're looking in a dissimilar direction than the game expects.

FAQ

Q. Mmmhhh... When I drive at speed and await sideways, or if I strafe in forepart of a brick wall, everything looks sort of double... Did I smoke too much weed?
A.
Perchance, I wouldn't know! Simply seriously, that is an artefact of the alternate-center rendering used by this R.Eastward.A.L. mod. Stereoscopic rendering, which is essential in VR, would require the scene to be fatigued twice equally seen from the ii eye cameras, and at the exactly same moment. GTA V, however, doesn't permit you to return the world twice without some time passing betwixt frames (and without every moving object/NPC in the globe animative), and besides, no PC configuration that I know of would exist able to play GTA V at a stable 2x90 = 180 fps with the high FOV, quality and resolution necessary for VR. So, my solution is to render just i eye per frame, and display the previous frame for the other eye; such a trick is sometimes chosen alternating-eye rendering. Perhaps an instance tin brand this clearer: let's say that at frame 99 the right eye was fatigued, and let'south call this frame 99R. At frame 100, the left center will be drawn, and displayed together with the previous rendering of the right heart: 100L - 99R. Then at the adjacent frame time nosotros'll take 100L - 101R, so 102L - 101R, and then on. This means that full frame rate can be accomplished in VR with the game engine "merely" needing to pump out 90 fps, simply information technology besides means that one of the two eyes will ever accept 11 ms of additional latency, which leads to some doubling of objects that are moving speedily relative to the photographic camera. No doubling volition be seen when you rotate your caput, withal, even if you lot do information technology very fast, because I took provisions to have the VR runtime recoup with Asynchronous Time-Warp or reprojection.

Q. Okay, that was all very dainty and technical, simply alternate-eye rendering makes me queasy. Tin I disable it?
A.
You can disable it, merely you volition lose the 3D outcome (as I said, there is currently no way of achieving 90 fps in stereo with GTA V without alternate-eye rendering). See the Advanced tweaking department for instructions.

Q. I tin't command/rotate the camera while doing XXX, and also during mission YYY.
A.
The game allows you to perform MANY different deportment (walking, running, driving, flying, pond, shooting, shooting while driving, shooting while being driven around by NPCs, playing sports, etc.), and non all of those situations are consequent about the various ways employed to command where you're looking, where you're firing and where you're going. To complicate matters, mission or activity scripts oft use their own, peculiar control schemes. I fixed equally many corner cases equally I could observe while going through every mission/variation and activeness, then that with the electric current version of the mod and the game, y'all should ever be able to control the camera in VR, usually just by looking around with your head and/or using the mouse or right stick on the controller; sometimes, the left stick might be needed; in rare occasions, one of those controls might be disabled (a notable example is when you lot are shooting from a helicopter as a rider: I had to disable headlook considering information technology was as well erratic due to the specific behavior of the mission script). So, try looking around with your head, using the correct stick/mouse, and/or the left stick; if cipher works, please open up an result on GitHub and recall to be very specific about the situation where it happens and whatsoever boosted mods that you lot might be using.

Q. I hate shitty mods where you accept to aim with your head, I'll just wait for a proper one that uses motion controllers.
A.
Okay.

Q. Smooth turning makes me ill, please add snap turning.
A.
At the moment I have no plans to do that, because turning with the mouse or the correct stick on the controller is non managed by the mod but by the game itself. Too, I personally find snap turning horrible and immersion-breaking. Even so, if you are really bothered by smooth turning, y'all can just play in roomscale and always use your head to look around just like you would in real life; as I mentioned above, through all of the game missions and activities there are only a couple of cursory scenes where headlook had to exist disabled.

Q. Please brand a VR modernistic for game SuchAndSuch 6, I've never programmed in my life just I know it tin can't exist too difficult, I believe it shouldn't accept more than than a couple of hours. I can spare a few bucks if you give me your PayPal.
A.
This R.East.A.50. modernistic, as the i I made for No 1 Lives Forever 2, was a labor of beloved. Modding GTA V was actually even harder than NOLF2 (to the indicate of becoming soul-crushing at times), considering it took a lot more than opposite engineering science and trial-and-error, and because the game is and then much vaster. I poured all of my free time for almost three months into this project. And so no, pitiful, I won't mod your game, although I tin can exercise consultancy work if you lot are a serious developer/studio who wants to port an old or new game to VR, and you accept a reasonable budget to allocate to the job.

Q. I am John Bigcheese with Rockstar Games; I just spoke with Eddie Megaboss at Take-Two Interactive and we decided to send a golden plate to your habitation address for making one of our flagship games then much more beautiful and for all the additional sales that your mod generated... where exercise you live?
A.
Simply PM me! But seriously, I made this modernistic out of passionate love for the game and the magical world information technology creates. If it pleases you lot, that makes me happy; if it interferes with your nowadays or future plans for the game, just inquire nicely (no need for whatever C&D, Rottweiler-lawyer stuff) and I volition take it down right abroad.

Q. I'm reckless and I desire to feel (well, imagine, mayhap with some help from my USB fan) the current of air in my face while I'thou driving by setting the camera to "First Person Vehicle Hood", why did yous write that I can't?
A.
Actually you can, and information technology is kind of exhilarating if you take the tummy for information technology. The just reason why I'm suggesting to leave that setting Off is that you lot won't be able to aim by rotating your head while driving and you'll have to utilize the mouse or right controller stick instead, which makes several missions much harder.

I am an experienced GTA modder and I wish to contribute, where exercise I begin?

There are several areas of improvement where the R.E.A.50. mod could really benefit from your input, peculiarly if you know or can observe out the answers to these problems:

  1. Is at that place a way to reliably set the FOV for the cutscene camera (either with natives or more realistically past patching the game code)? Yeah in that location is!
  2. Is in that location a way to control the FOV of the main gameplay photographic camera during transitions? The near frequent and annoying transition beingness the animation where the player character enters a vehicle. Establish it!
  3. It would be helpful if there was any kind of pull a fast one on to force the game to e'er use some specific, not-standard, windowed resolution, to work around the consequence where if you modify any of the Graphics settings that require the renderer to re-initialize, the game will immediately reset the resolution to 800x600 making the modernistic unusable. The commandline trick works, thanks Reddit users!
  4. This is probably impossible without source admission to the game engine, simply worth request anyway because it'south so important: has anybody found a way to return the aforementioned frame twice, without whatever change to the world (no time passing between the frames, no advance in animations, etc.) except for the gameplay photographic camera being moved to a unlike position? This could enable ultra-loftier-end systems to render both optics at exactly the same game fourth dimension, getting rid of the doubling associated with the alternate-centre rendering technique.
  5. This ane is a lot of complex piece of work for relatively trivial benefit, and so merely consider it if you love hard challenges and have enough of spare time on your hands: information technology would be nice to split rendering of a. the actually-close objects attached to the camera (hands, weapons), b. the actor's body and vehicle, and c. the rest of the globe, into three separate Oculus SDK layers, so that correct ASW/ATW could exist practical to each of them, which is specially of import for the "stale" heart, i.due east., the one that is not being rendered for the current frame. The result could approach the visual quality and stability of simultaneous eye rendering, but once more, it'southward quite a large endeavor and there are no guarantees. If you lot desire to tackle this problem, and you lot are knowledgeable most all of the areas involved (GTA modding, 3Dmigoto, and native rendering with the Oculus SDK), please contact me.
  6. I've tried several times to prepare aiming while the role player's in 1st person embrace, but new issues keep cropping up, so in the end I gave upward and resorted to the "First Person 3rd Person Embrace" workaround. I have a nagging suspicion that the developers put this pick in the carte du jour because they too weren't completely satisfied with the implementation :-P If, later on looking at the code, y'all have fresh ideas to make it piece of work reliably (in item when the player is aiming towards and across the embrace, instead of away from information technology) please permit me know.
  7. If y'all are a VR C++ developer with a not-Oculus headset and yous want to undertake the semi-backbreaking work of making a native SteamVR/OpenVR/OpenXR version of the mod, do arrive touch and I tin give y'all pointers to become started. It would help a lot if you too accept feel with the Oculus SDK. Did it myself. Big thanks to /u/iupvoteevery for lots of testing, back up and advice!
  8. Does everyone know of a technique (e.g., a native telephone call) to reliably find out when a 1st person blitheness is being played? For instance, it would be overnice to have the option to disable user control of the camera when the character is rolling on the basis during combat (AI::GET_IS_TASK_ACTIVE(Actor::PLAYER_PED_ID(), CTaskCombatRoll) doesn't seem to ever return true). Note that this is unlike from ragdolling, which I already know how to notice.
  9. Can the not-graphics menu settings (e.yard., "Get-go Person Caput Bobbing") somehow be controlled programmatically or through an .ini file, and then that the mod could make the few tweaks information technology needs at the kickoff without user intervention?

Credits

This R.E.A.L. mod is a clear case of "continuing on the shoulders of giants" if there ever was one. None of this would have been possible without the incredible work of many wonderful communities of people.

First of all, a huge THANK You lot to all the people who contributed, directly or indirectly, to the making of the game itself. It is said that more than a thousand persons worked on GTA V, and that development lasted around vi years. That would amount to 6,000 person-years invested in the making of this breathtaking alternating earth, or 6 person-millennia. Even if that figure might be exaggerated, because it'southward likely that just a function of those people worked continuously on the game for the whole six years, it's even so an astounding achievement. There is probably more than particular to exist found in the game than any single person can fully appreciate or discover.

Next, kudos to the brilliant community of GTA Five modders that found and documented a huge clamper of the hole-and-corner, inner workings of the game engine and of the mission scripts. Without you to open up and light the path, making the game work in VR would never have been possible for anyone except Rockstar themselves.

Concluding but non least, my warmest thanks to the unbelievable community of Shaderhackers who for so many years have taken games programmed to exist viewed on a normal monitor and "fixed" them so they could be enjoyed in perfect stereoscopic 3D using the (now sadly moribund) 3D Vision engineering. Without their efforts, culminating in the all-powerful tool that is 3Dmigoto, a complex construction like the R.E.A.L. mod would have been just also much piece of work to undertake for a single developer.

I hope that you accept loads of fun playing this!!!

jacksonnoestringthe.blogspot.com

Source: https://github.com/LukeRoss00/gta5-real-mod

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