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, 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.
The only thing that still needs to be edited by hand and kept in sync between settings. Note that MSAA has a huge impact on performance, so I only recommend it for people who have powerhouse GPUs see the new More advanced graphics tweaking section for more info. If you want to customize your graphics options to further tune the game performance to your specific system, with the goal of keeping a steady frame rate while at the same time enjoying the fullest graphical quality, there are a few important facts which you should keep in mind.
First of all, the settings given in the following table must always be honored for the mod to work properly:. The mod also assumes that you are running the game with a square resolution which can normally be set only in windowed mode. The High and Medium template files use x, while the Low one starts from x Mind that this is not the resolution which will be sent to your headset: the mod leverages the internal workings of GTA's RAGE engine to render the in-game world at a much higher resolution, as specified by the Frame Scaling Mode value.
Edit: see the new Resolution tweaking section below for more in-depth information. Running the game in a square window is very important, because due to the way VR systems manage the two eye buffers, letting the game choose a or even worse its preferred aspect ratio would result in lots of wasted pixels, i. You definitely don't want to do that! This paragraph is no longer relevant. In practice, what will happen is that GTA V will reset the resolution to x any time you make a significant 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 always force the game to use a custom resolution, what you should do is tweak your graphics settings directly by editing the settings. Or, perhaps more easily, you can modify the settings from the game menus, which will revert the resolution to x after you apply them, and then quit the game and edit the settings.
The R. The hotkeys are disabled by default, to avoid possible problematic interactions with other mods that use the same shortcuts, and also to guard against apparent quirky behavior of the R. To enable the hotkeys, press F If you want to turn them back off after making your tweaks the changed options will remain set until you quit the game just press 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. Edit: since Release 3, the defaults for some of those settings can be customized by editing the RealVR. The mod will not overwrite this file, so even if you tweak the options using the hotkeys, the initial values that you set by manually editing RealVR. Beginning from Release 4, the mod uses a much improved technique for capturing the game's internal rendering buffers.
Together, those two things mean that it is now possible to change graphics settings on the fly while in-game, instead of having to edit the settings. Now, before you get carried away, there are a few facts that you should keep in mind. FXAA is extremely cheap in terms of performance it only shaves away a couple of fps but it doesn't help a lot with shimmering edges, and it also blurs the image noticeably.
Last but not least, Release 4 and later are fully compatible with the latest versions of so-called graphics overhaul mods for GTA V. Make Visuals Great Again. My personal preference, if you're interested, goes to M. Redux instead appears to be very buggy, and other modders that I respect said that it's basically stolen work , so 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 nighttime, and set Post FX to Normal otherwise cutscenes will look fuzzy and distorted.
Also be mindful that the more realistic lighting conditions that all these mods enable, even though they can look astounding in VR, can sometimes mess with gameplay; for example flying at night becomes much harder and frustrating, especially in 1st person, because you can hardly see the terrain.
ReShade is not compatible with the R. So, if you're installing one of the graphics overhaul mods mentioned in the previous paragraph, skip the optional ReShade installation, otherwise you'll lose fps just to make the onscreen window nicer.
As an example, on the Rift, near-perfect image quality can be obtained by setting both -width and -height to before running the game. More than that, especially with MSAA turned on, will bring even the most powerful GPUs available today to their knees and kill your frame rate. Please note that except for the troubles with the aspect ratio and the menus being cut 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 found GTA V to be unbelievably stable and bug-free, especially when you consider the huge complexity of its open world. The same can happen in cutscenes, particularly if you're looking in a different direction than the game expects. When I drive at speed and look sideways, or if I strafe in front of a brick wall, everything looks sort of double Did I smoke too much weed? Perhaps, I wouldn't know! But seriously, that is an artefact of the alternate-eye rendering used by this R.
Stereoscopic rendering, which is essential in VR, would require the scene to be drawn twice as seen from the two eye cameras, and at the exactly same moment. GTA 5 Vehicles Mods allows you to add your favorite stuff of other fantasy and in-real-life things to the game. Grand Theft Auto 5 Vehicles Mods allows you to change the looks or attributes of playable and non-playable characters of the game.
Now you can play as your favorite superhero! If you are interested in how it works, simply download GTA5 Vehicles Mods and you will see the possible options. Apart from that, there are also other mods you can change your game with.
HMD detection is automatic: if you have an Oculus headset connected with the OVR service running when you start the game, the mod will use native Oculus rendering; otherwise it will launch in SteamVR mode. WMR and Pimax headsets are still not properly supported; I contacted both Microsoft and Pimax about the issues, and I know that Microsoft is working on them, so let's hope for good news soon!
June 24 Update: Months have gone by and the mod is still unplayable with WMR headsets due to horrible tracking glitches: I made a post on Reddit and hope that Microsoft will give a definitive answer as to whether they are going to fix their driver or not. Hotfix 4. This hotfix has no other changes, so it is not needed if you are not experiencing this specific issue. If you moved or redirected the folder which happens for instance if you put it on OneDrive , please replace the RealConfig.
The main feature of this release is the introduction of two new viewing modes for cutscenes yay! The first mode dynamic stereo is now the default as it addresses the issue of cutscene characters looking flat and too close to the viewer, while the second new mode virtual screen can be selected for a more traditional 2D approach to cutscenes.
The original viewing mode is still available for people who prefer it, or just to make comparisons. Mind that even dynamic stereo does not imply a full FOV adjustment of the cutscene camera, which is still an open problem with GTA V, so don't expect miracles Big kudos to Valve for rapidly making the necessary fixes to SteamVR in order to have alternate eye rendering work correctly.
WMR and Pimax headsets are still not properly supported, but both Microsoft and Pimax are aware of the issues, so let's hope for good news soon.
This is a maintenance release for the mod that fixes a few issues and, perhaps most importantly, introduces experimental native support for SteamVR headsets. HMD detection is automatic: if you have an Oculus headset connected with the OVR service running when you start the game, the mod will use native Oculus rendering; otherwise it will activate the new SteamVR support.
For SteamVR to work correctly, you will need at least the 1. Please put all feedback regarding the SteamVR mode here. I won't be able to respond to issues posted on Reddit or elsewhere. This version is NOT compatible with Revive. This is the initial public release for the mod.
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