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LukeRoss00 committed Dec 17, 2019
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Expand Up @@ -15,12 +15,12 @@ Settings> Camera> First Person Third Person Cover : On
Settings> Camera> First Person Vehicle Hood : Off
```
3. Unrar `GTAV_REAL_mod_by_LukeRoss_r2.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`. *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).
4. 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&mdash;or not at all. Go to your `Documents\Rockstar Games\GTA V` folder, and make a backup copy of the `settings.xml` file that contains your current graphics settings; let's say that you name your backup copy `settings_backup.xml`. Then, *replace* and overwrite your original `settings.xml` with either of the two versions that were put inside the `Grand Theft Auto V` folder when you extracted the mod: select `Grand Theft Auto V\Settings\Low\settings.xml` if you have a low-end system, or `Grand Theft Auto V\Settings\High\settings.xml` if you have a high-end system. Finally, copy the line with your own videocard description near the end of the file from `settings_backup.xml` and use it to overwrite mine, where it says `<VideoCardDescription>NVIDIA GeForce GTX 1080 Ti</VideoCardDescription>`. Apparently GTA V will fetch the settings from the file only if the video card name matches exactly the one being used in the system.
4. 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&mdash;or not at all. Go to your `Documents\Rockstar Games\GTA V` folder, and make a backup copy of the `settings.xml` file that contains your current graphics settings; let's say that your backup copy is called `settings_backup.xml`. Then, *replace* and overwrite your original `settings.xml` with either of the two versions that were put inside the `Grand Theft Auto V` folder when you extracted the mod: select `Grand Theft Auto V\Settings\Low\settings.xml` if you have a low-end system, or `Grand Theft Auto V\Settings\High\settings.xml` if you have a high-end system. Finally, with a text editor like Notepad, copy the line with your own videocard description near the end of the file from `settings_backup.xml` and use it to overwrite mine, where it says `<VideoCardDescription>NVIDIA GeForce GTX 1080 Ti</VideoCardDescription>`. Apparently GTA V will fetch the settings from the file only if the video card name matches exactly the one being used in the system.
Later on, if you are so inclined, you will be able to refine the settings to your liking as explained in the [Advanced tweaking](#advanced-tweaking-and-hotkeys) section, in order to find the best possible balance between graphic quality and frame rate.
*Note 1:* A few people are reporting that the game insists on overwriting the settings file, changing the resolution and making the mod unstable/unusable. Just to be on the safe side, perhaps it's better that after replacing and editing your `settings.xml` you set it to read-only.
*Note 1:* A few people reported that the game insists on overwriting the settings file, changing the resolution and making the mod unstable/unusable. Just to be on the safe side, perhaps it's better that after replacing and editing your `settings.xml` you set it to read-only.
*Note 2:* If you omit editing the videocard description to match yours, you might find that GTA V simply ignores your custom settings file. This can lead to all kinds of weird symptoms like a 60 fps cap because vsync is being forced on, the game running fullscreen while it should use a square borderless window, poor detail/jaggies in the distance, etc.
5. Remember to set your Windows default audio device to the VR headset, otherwise you will have no sound in game (if you have an Oculus system, this step can later be automated with the [Oculus Tray Tool](https://forums.oculusvr.com/community/discussion/47247/oculus-traytool-supersampling-profiles-hmd-disconnect-fixes-hopefully/p1) by creating a profile for GTA V and enabling the Audio Switcher).
6. Put on your HMD, pick up a gamepad if you wish, launch the game and marvel 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 shake your head briefly as though you were saying no (more details in the [Recentering your view](#recentering-your-view-in-vr) section below).
6. Put on your HMD, pick up a gamepad if you wish, launch the game and marvel 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 shake your head once as though you were saying no (more details in the [Recentering your view](#recentering-your-view-in-vr) section below).

# In-game HUD

Expand All @@ -32,15 +32,15 @@ In my implementation, the HUD is semi-transparent, suspended in space about 3 fe

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 no with your head, which will recenter the headset as described in the [Recentering your view](#recentering-your-view-in-vr) section below.
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](#recentering-your-view-in-vr) section below.

# Keyboard/mouse, controller, aiming

For my previous [VR conversion](https://github.com/LukeRoss00/nolf2-real-mod/releases) 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.
For my previous [VR conversion](https://github.com/LukeRoss00/nolf2-real-mod/releases) 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!!

Oculus Touch controllers (or similar tracked controllers for other systems), however, are NOT supported. Other mods support them, but it's not something I'm personally interested in doing, for various reasons:
Oculus Touch controllers (or similar tracked controllers for other systems), however, are NOT supported. There is another, very good mod out there that makes them 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 the 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 out there to play if that's your bread and butter;
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](#advanced-tweaking-and-hotkeys) later on for information on how to select your dominant eye (default is the right one).
Expand All @@ -56,7 +56,7 @@ You can use the Dash menu by pressing the Oculus button on the controller, or si
If you cannot seem to trigger the recentering, follow these instructions:
1. keep your head quite still for a second: 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 the 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).
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).

# Cutscenes

Expand Down Expand Up @@ -84,7 +84,7 @@ In VR, one of the most important requisites for immersion and to avoid motion si

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 is during cutscenes, but only if you force the zoom override as listed further on in [Advanced tweaking](#advanced-tweaking-and-hotkeys).
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](#advanced-tweaking-and-hotkeys).

# Advanced tweaking and hotkeys

Expand All @@ -111,14 +111,14 @@ Here is the list, with the initial value of each option:
```
F11 Toggle hotkeys - off at start
T Cycle dominant eye for aiming down sights (none, left, right) - right at start
Y Toggle heading control - on at start
Y Cycle heading control (always, only when aiming, never) - always at start
U Toggle pitch control - on at start
I Toggle decoupled 3rd person camera - on at start
O Toggle view fix enable - on at start
O Toggle view matrix fix enable - on at start
J Cycle 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 start
N Toggle HUD markers and FPS - off at start
N Toggle FPS counter - off at start
- Cycle HUD tracking mode (normal, force fixed, force headlocked, developer) - normal at start
NUMPAD / Recenter HMD - centered at start
NUMPAD - Toggle VR enable - on at start
Expand Down

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