Now, this is your best chance of experiencing GTA 5 in Virtual Reality because you can play the full single-player story campaign of GTA 5 in virtual reality. No BS just plain explanation. Because I want this guide to be understandable by all the beginners and also a year old can also understand how to do each step without errors and failing!
All you need to do is download the save file and drop it into your GTA 5 save game folder, which is typically under C Drive. Once the game is installed, launch the game usually on your desktop and change the following settings in the games menu before installing the VR mod. The download file will be a. Now you simply need to click on the. Now navigate to your GTA installation folder where we unpacked the mod previously and double-click on the real config.
Using Oculus Link for steam VR is incredibly easy. So, I thought why not make the Best and Ultimate illustrated guide on How to use Oculus Link that will tell everything about Oculus link and how to use it and left no space for confusion. You can connect your Oculus link with the quest in just 4 easy to follow steps, which is so easy that it will take you only minutes or less to set up the Oculus link.
And that software is Virtual Desktop. Where you save this folder is not as important as knowing where it is so you can put the correct path in your. To turn off the VR mod we can use a script to delete the files that we copied and the restore the settings file.
To get started, Right-Click and make a new text document on your Desktop. If you double-click or Open this file it will now remove the mod files from the GTA V directory, rename the settings file so you can switch back, and restore normal settings.
We just need to have another batch file that copies the files back to the GTA V directory. If you have the Steam version of the game or have moved your Documents folder you will need to change edit the directory paths. 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. So, my solution is to render just one eye per frame, and display the previous frame for the other eye; such a trick is sometimes called alternate-eye rendering. Perhaps an example can make this clearer: let's say that at frame 99 the right eye was drawn, and let's call this frame 99R.
At frame , the left eye will be drawn, and displayed together with the previous rendering of the right eye: L - 99R. Then at the next frame time we'll have L - R, then L - R, and so on. This means that full frame rate can be achieved in VR with the game engine "only" needing to pump out 90 fps, but it also means that one of the two eyes will always have 11 ms of additional latency, which leads to some doubling of objects that are moving quickly relative to the camera. No doubling will be seen when you rotate your head, however, even if you do it very fast, because I took provisions to have the VR runtime compensate with Asynchronous Time-Warp or reprojection.
Okay, that was all very nice and technical, but alternate-eye rendering makes me queasy. Can I disable it? You can disable it, but you will lose the 3D effect 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 section for instructions. The game allows you to perform MANY different actions walking, running, driving, flying, swimming, shooting, shooting while driving, shooting while being driven around by NPCs, playing sports, etc.
To complicate matters, mission or activity scripts often use their own, peculiar control schemes.
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