免費mod菜單gta 5 pc在線 - GTA V 的 30 个最佳模组 | 提示/指南

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GTA V 的 30 个最佳模组 | 提示/指南
The Ultimate GTA V Guide to Boosting Your Graphics & FPS 《侠盗猎车手30》的XNUMX个最佳Mod
本模组可以允许你用左/右手敬礼.显示的文本和绑定的按键均可以在ini文件内自定义 安装说明 你需要安装最新版的Script Hook V + ScriptHookVDotNet 好像GTA V不是一款动作足够的游戏,modder社区使用这30个GTA mods为游戏增添了更多 GTA5辅助免费下载官网平台专业提供GTA5线上免费辅助服务, 包含刷钱、刷等级、解封、代练,以及丰富娱乐功能,提供各种线上任务完成攻略。联系官网客服了解更多GTA5辅助 How do I install Grand Theft Auto V mods? Installing GTA V mods is really simple. You just need to copy the mod files you've downloaded into the Then, learn how to mod GTA V to get the optimal graphics and performance you need. Finally, boost GTA V even further with a specialized PC Grand Theft Auto V for PC contains cheat codes just as other versions of the game do. GTA 5 PC cheats can be entered via the game's console mod for Grand Theft Auto V - % VR! you can either connect it to your PC using a USB 3 cable, or even better, try out the new Oculus Air Link

Watch this amazing video by Adil VR Mixed Reality if you're on the fence about installing my mod and you want to get a sneak peek of what it's like to experience GTA V "from the inside"!! Advanced tweaking and hotkeys More advanced graphics tweaking Even more advanced resolution tweaking Fixes included in the R. mod FAQ I am an experienced GTA modder and I wish to contribute, where do I begin? 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:. 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. 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. 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:. 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. If this is your first time trying out a mod with head-driven aiming, don't let yourself be discouraged by detractors: aiming with your gaze becomes completely intuitive in just a few minutes, it can be done equally well if you play standing in roomscale or seated, and it's way faster and more accurate than aiming with the hand controllers. Again, this is not to say that games built purposely around the Touch system are not fun; they are. However, they do become quite hard on the arms in just a few hours, and as proven by Rockstar's very own partial port of L. Noire, that doesn't work so well for vast open-world games. 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 are in a vehicle, and you don't need to reset the HUD but only to align your character with the direction the vehicle is facing, a convenient shortcut that won't affect the HUD position is to briefly press the button for looking behind you defaults to C on the keyboard, or pushing in the right stick on the gamepad. 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. 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. 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. 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. bat , to provide a starting point for your own customized graphics settings. Release 4 update: It is now possible to modify graphics options without exiting the game, and you can even enable any valid combination of FXAA, MSAA and TXAA! The only thing that still needs to be edited by hand and kept in sync between settings. xml and commandline. txt if you want to change it from my defaults, is the base window resolution. 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. xml file after quitting, because although GTA V can work with custom resolutions, it doesn't seem to remember them when it re-initializes the renderer after non-trivial graphics settings have been modified. 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. xml file after you have quit the game, instead of using the menus. 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. xml file to put back the desired square resolution before you launch GTA again. The R. mod offers some advanced options that you can tweak in real time while playing, by using keyboard shortcuts hotkeys. 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. mod if the keys get hit inadvertently during gameplay. 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. ini file. 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. ini will be preserved for the next run. Beginning from Release 4, the mod uses a much improved technique for capturing the game's internal rendering buffers. txt , instead of only putting it in settings. xml , keeps GTA V from reverting to x every time that a graphics option is changed. 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. xml file manually, which should make finding the perfect compromise between image quality and frame rate much faster and easier than it used to be. Another new feature of Release 4 is full support for all valid combinations of FXAA, MSAA and TXAA. 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. This drop is not specific to VR or my mod incidentally: see for instance this IGN report from TXAA looks very good and costs basically nothing, but it only works on NVIDIA cards and in conjunction with MSAA. Last but not least, Release 4 and later are fully compatible with the latest versions of so-called graphics overhaul mods for GTA V. I have successfully tested NaturalVision Remastered, VisualV, GTA 5 Redux, and M. 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. mod and probably never will be, because ReShade is designed to operate on the final backbuffer, instead of the high-res internal buffer that gets sent to the headset. 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. txt file, always keeping them identical. 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. My recommendation in this case is to extend your Windows desktop resolution beyond the limits of your physical monitor, which can be achieved using Dynamic Super Resolution if you have an NVIDIA card, or Virtual Super Resolution if you have an AMD one. I know for a fact that DSR works correctly with GTA V in this context, as I'm using it myself; some feedback would be appreciated from AMD users about VSR. 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. I hate shitty mods where you have to aim with your head, I'll just wait for a proper one that uses motion controllers. Smooth turning makes me sick, please add snap turning. At the moment I have no plans to do that, because turning with the mouse or the right stick on the controller is not managed by the mod but by the game itself. Also, I personally find snap turning horrible and immersion-breaking. However, if you are really bothered by smooth turning, you 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 brief scenes where headlook had to be disabled. Please make a VR mod for game SuchAndSuch 6, I've never programmed in my life but I know it can't be too hard, I believe it shouldn't take more than a couple of hours. I can spare a few bucks if you give me your PayPal. This R. mod, as the one I made for No One Lives Forever 2, was a labor of love. Modding GTA V was actually even harder than NOLF2 to the point of becoming soul-crushing at times , because it took a lot more reverse engineering and trial-and-error, and because the game is so much vaster. I poured all of my free time for almost three months into this project. 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 home address for making one of our flagship games so much more beautiful and for all the additional sales that your mod generated where do you live? Just PM me! But seriously, I made this mod out of passionate love for the game and the magical world it creates. I'm reckless and I want to feel well, imagine, perhaps with some help from my USB fan the wind in my face while I'm driving by setting the camera to "First Person Vehicle Hood", why did you write that I can't? Actually you can, and it is kind of exhilarating if you have the stomach for it. The only reason why I'm suggesting to leave that setting Off is that you won't be able to aim by rotating your head while driving and you'll have to use the mouse or right controller stick instead, which makes several missions much harder. There are several areas of improvement where the R. mod could really benefit from your input, especially if you know or can find out the answers to these problems:. mod is a clear case of "standing 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 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 6 years. That would amount to 6, person-years invested in the making of this breathtaking alternate world, or 6 person-millennia. Even if that figure might be exaggerated, because it's likely that only a part of those people worked continuously on the game for the whole 6 years, it's still an astounding achievement. There is probably more detail to be found in the game than any single person can fully appreciate or discover. Next, kudos to the brilliant community of GTA V modders that found and documented a huge chunk of the secret, inner workings of the game engine and of the mission scripts. Without you to open and light the path, making the game work in VR would never have been possible for anyone except Rockstar themselves. Last but not least, my warmest thanks to the unbelievable community of Shaderhackers who for so many years have taken games programmed to be viewed on a normal monitor and "fixed" them so they could be enjoyed in perfect stereoscopic 3D using the now sadly moribund 3D Vision technology. Without their efforts, culminating in the all-powerful tool that is 3Dmigoto, a complex construction like the R. mod would have been just too much work to undertake for a single developer. Skip to content. Star mod - VR conversion for Grand Theft Auto V stars 39 forks. Code Issues Pull requests Actions Projects Wiki Security Insights. Branches Tags. Could not load branches. Could not load tags. Latest commit. LukeRoss00 Update README. Update README. Git stats 44 commits. Failed to load latest commit information. Jun 15, View code. by LukeRoss Also check out my Red Dead Redemption 2 VR mod, it's in early access on Patreon! Credits Quick setup I recommend that you start from a clean installation of the game, updated to the current version 1. Then if you wish, after you're confident that everything works correctly in VR with the R. 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. About R. mod - VR conversion for Grand Theft Auto V Resources Readme. Releases 7 Release 7 Latest. Dec 19, Packages 0 No packages published. Terms Privacy Security Status Docs Contact GitHub Pricing API Training Blog About. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window.
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