Yahoo Canada Web Search

Search results

  1. GTAV does not have a VR mod. Vorpx and the systems like it do not render two cameras, the game engine isn't built for it. It's just stereoscopic. Its pretty much a 3d mod you can view in your HMD, like you would see with 3d movies.

    • 38 sec
  2. For those who have been stumped by the newest rockstar launcher update and error 16 for reverted games FEAR NOT for here is a step by step guide on how to temporarily beat the system and play REAL VR on version 2612 which is the most optimised version for REAL VR.

    • 3 min
  3. I had to get the Steam Version because that's the one that is most supported in Luke's VR mod. There's video on it. Steam still updates so you have to repeat the process.

  4. May 28, 2020 · The R.E.A.L. mod for Grand Theft Auto V – 100% VR! is easy to install and use, doesn’t require extra software like vorpX and is available for free on GitHub. This guide will show you how to play Grand Theft Auto 5 in VR on your PC.

    • can you play gta v on pc without vr windows 10 update1
    • can you play gta v on pc without vr windows 10 update2
    • can you play gta v on pc without vr windows 10 update3
    • can you play gta v on pc without vr windows 10 update4
    • can you play gta v on pc without vr windows 10 update5
    • July 8, 2022: Due to hostile behavior from Take-Two Interactive Software, Inc., owner of Rockstar Games, Inc., I will no longer provide any kind of support or updates for this mod. It's been an amazing run, with almost 200,000 downloads, my constant technical support to all users for 3 years, and who knows how many additional copies of the game sold for the publisher, all in my free time and donating my personal effort... but Take-Two saw fit to kill it off anyway, along with the comparable gifts that so many other modders made to the player base and thus indirectly to them, because that is the way they operate. Feel free to contact them if you wish to play the game in VR, I'm sure they'll have an official port coming in the next 20 years or so, and it will have spectacular next-gen graphics ;-)
    • Table 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 see car wheels in the sky, WTF?!

    Tired of playing flat games? Check out my latest VR mod for Dark Souls: Remastered, it's in early access on my Patreon!!

    1.I recommend that you start from a clean installation of the game, updated to the current version (1.0.2245.0), with no other mods present. Then if you wish, after you're confident that everything works correctly in VR with the R.E.A.L. mod, you can try mixing it up with other mods that you like, although I cannot guarantee that there will be no incompatibilities (a sure source of problems for example would be trying to use additional mods that modify the camera FOV). If you're unable to update the game for some reason, old versions down to 1.0.1180.2 should also work, but I can't give you much support there.

    2.Before installing the mod, boot up the game normally on your monitor and make the following important adjustments to the settings; when you're done, exit the game again:

    1.Unrar GTAV_REAL_mod_by_LukeRoss_r7.rar into the main game folder, i.e., the one where GTA5.exe is, usually something like C:\Program Files (x86)\Steam\steamapps\common\Grand Theft Auto V for the Steam version, C:\Program Files\Epic Games\GTAV for the Epic Games Store version, or C:\Program Files\Rockstar Games\Grand Theft Auto V for the Social Club version. Confirm overwrite for all files if you already had a previous release of the R.E.A.L. mod. Otherwise, there should be no need to overwrite any existing files: if the extraction program asks you to do that, it is probably because you have other mods installed, which you should remove at least temporarily (see 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 use it to update the ScriptHookV.dll file that you have 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 do this correctly, chances are that the R.E.A.L. mod will 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 "High" if you have a high-end system, with a powerful CPU and graphics card, or "Low" if you have a potato computer; try "Medium" if you have a system that runs VR normally and you want to prioritize resolution at the expense of other graphical quality options. The batch file will automatically backup your Documents\Rockstar Games\GTA V\settings.xml file as settings_ori.xml, and replace it with one of my templates that provide initial graphics settings known to be compatible with the VR mod. Later on, if you are so inclined, you will be able to refine settings to your liking as explained in the Advanced tweaking section, in order 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 afterwards it was recommended to set the file as 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 make changes while playing. Yes, it's now possible to modify graphics options without exiting the game, and you can even enable MSAA! Find out more in Advanced tweaking.

    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 especially the all-important radar) and the necessity in VR to keep the HUD out of the way so that it doesn't detract from immersion in the game world.

    In my implementation, the HUD is semi-transparent, suspended in space about 3 feet in front of your head, and it is:

    1.slightly larger than your field of view in VR, so you'll have to turn your head a little in the direction of the HUD element that you want to observe; this way, your normal line of sight isn't occluded by the HUD elements;

    2.fixed in space, instead of somehow rotating after your head with some delay or inertia, a trick used by some games that I personally find very distracting and basically impossible to get right.

    A notable exception happens when you are aiming, in which case the HUD will become smaller and headlocked, so you'll always have all the information that you need visible in front of you even when you have to rotate your head quickly 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, just at the margins of your field of view. If you play in roomscale and you need to turn around, you can reset the HUD position (bringing it again in front of you) anytime 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.

    For my previous VR conversion of No One Lives Forever 2, a game that offered no native gamepad support because it was developed before gamepads became common for gaming PCs, I had to come up with custom bindings for the many controls needed. GTA V is way more advanced 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 below to recenter the headset view. Keyboard and mouse will perhaps feel less immersive (the controller vibration does wonders to make you feel like you're actually driving on bumpy roads), but they will also allow you to bring the game to completion. Also, many people are having lots of fun using steering wheels with https://www.gta5-mods.com/scripts/manual-transmission-ikt!!

    Oculus Touch controllers (or similar tracked controllers for other systems), however, are NOT supported. There was another mod out there that made them somewhat usable by removing your in-game character's body, but it's not something I'm personally interested in doing, for various reasons:

    1.GTA V needs all the buttons you can find 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 beautiful and incredibly complex world 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 Touch controllers can 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 V were built and designed with traditional FPS aiming in mind. I'm much more interested in preserving the original charm of the games as 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 laser pointer onto it in order to make some sort of aiming possible.

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

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

    You can use the Dash menu by pressing the Oculus button on the controller, or similar overlay menus for other systems; but much more conveniently, you can just briefly shake your head from side to side as if you were saying no. This recentering gesture is always available and recognized, no matter if you're in a mission, free roaming, in the menus, loading the game, and so on. The movement will become second nature in a short while, and I find it so convenient and have become so accustomed to it that I sometimes catch myself doing it in other games and wondering why it didn't work :-)

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

    1.keep your head quite still for a couple of seconds: this is needed because we don't want to have false triggers when you're jerking your head around continuously, e.g. during combat;

    2.give a rather sharp shake to the left or the right (a single one is enough, even though the mod can also deal with repeated shakes) and immediately return your head to the initial position. By sharp I don't mean so hard as to hurt your neck or to have the headset slide around on your face: just enough to allow the mod to reliably distinguish the movement from a normal look-around motion;

    3.the mod will wait for a fraction of a second to allow your head position to stabilize, and then it will instruct the VR runtime to recenter the headset. There will be no visual or acoustic feedback that recentering has happened, but you'll always be able to tell because the HUD will snap back in front of you (and so will your vehicle if you're in one).

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

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

    GTA V is much more rigid in its management of the camera during cutscenes, and to the best of my knowledge it is impossible to even properly set the cutscene camera FOV from a mod (though if you're a modder and you know different, please see your section further on and get in touch with me). So, cutscenes will be very immersive, but perhaps a little too hard on some players: the camera will zoom in on characters and move around a lot, just as 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 make up for the discomfort!

    Edit: This paragraph is no longer very relevant because of the new universal FOV fix, but I'm leaving it here for historical reasons and because it mentions the virtual screen mode, which some people may still want to use. Release 3 of the mod introduced two different viewing modes for cutscenes. I call the first new mode "dynamic stereo". It automatically adapts to the varying camera FOV, so that the old problem where characters in cutscenes were frequently too close to your face for comfort, and looked somewhat flat, is completely eliminated. It also preserves the ability to look around freely, so for most users it should definitely be an improvement, which made me decide to set it as the new default. The only downside is that, when the camera really zooms in, faces will tend to look larger than life, the same as in 3D movies. If even this way of viewing cutscenes is too 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, you'll find that there is one option for pitch control that you can modify, and you can even force the FOV, which gets rid of the zoom effect completely but introduces all kinds of artefacts as described in Car wheels in the sky[no longer needed]. In case of panic, just remember that all cutscenes can be skipped after a second or so by pressing A on the controller or the left mouse button.

    My advice is, if you tend to get sick during cutscenes, just keep very still and don't try to follow or to counteract the motion of the camera with your own head. Also, don't push it: as soon as you start to feel queasy, take a break and don't try again until you feel completely OK. With these simple tricks, you'll build your VR legs in no time!

    With NOLF2 I was able to implement full position tracking because the game provided a way to move the main character model accurately by an arbitrary, precise amount. GTA V does not, or if it does, I couldn't find out how. However, position tracking is extremely important for immersion: being able to look around obstacles, for example, or doing stuff like leaning forward and looking up at the moon through your windshield when you're driving around at night, makes the virtual world feel so much more real (R.E.A.L., ha-ha). It makes you feel there. So, position tracking is active by default, although it can be disabled as described in Advanced tweaking.

    There's a caveat though. For the technical reasons that I just mentioned, the offset that you apply to the camera when you move your head in real life does not directly carry over to your character's head, or body. Actually, if you move around too much while in 1st person, you'll quickly find out that GTA V's body model for the player character does not even include a head! Your character's body ends at the neck with a beheaded stump, and that can be quite disturbing the first few times that you see it. Be advised!

    There are also a few circumstances when the game will just take control of the camera, which represents your head, and will make it do whatever it goddamn pleases without heeding your input. That happens for example when you enter a car (as you know, that animation is extra-long if you are committing grand theft auto), when you get thrown from a vehicle, when you slide down a slope, when you roll on the ground, and in other situations of the sort.

    All of that can be quite jarring if you haven'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 try to fight the camera. Just go along for the ride, let it do what it wants to do, perhaps even close your eyes for a few moments if you feel queasy, and simply wait it out.

    This section is no longer relevant since I managed to come up with a universal FOV fix! I'm leaving it here for historical reasons and just in case anybody is unable to update to Release 4 or later of the mod.

    In VR, one of the most important requisites for immersion and to avoid motion sickness is making sure that the FOV (field of view) of the game camera exactly matches the headset's. So, a VR mod has to somehow coax the game into always using the same FOV. The modding community has discovered a few ways to tweak the gameplay camera FOV in GTA V, which made this R.E.A.L. mod possible, but no universal solution has been found, at least 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, there 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, so it didn't load some parts of it in time), and most notably to some objects in the world being drawn at the wrong positions. This includes car 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 car, and never mind the wheels floating around outside ;-) Another occurrence of this may be during cutscenes, but only if you force the zoom override as listed further on in Advanced tweaking.

  5. Jul 23, 2023 · Can You Play Grand Theft Auto V in VR? By default, the GTA V game has no virtual reality mode. Luke Ross Mod. However, you can install a VR mod for Grand Theft Auto V which converts the same to full 3D virtual reality. One installed, you will get: full first-person playability (not flat screen) virtual reality motion. VR cutscenes

  6. People also ask

  7. Nov 2, 2023 · Method 1 — Meta Link; The Wired Method But Stable Gameplay. Meta Link is a feature that transforms your Meta Quest headset into a PC VR headset and allows you to play GTA 5 in VR. All you need is a VR-capable PC and a Meta Link cable. Here’s How to setup and use Meta Link on your Meta Quest headset.

  1. People also search for