Skip to main content
Up and Coming
July 19, 2013

GTA 4 First Person Mod + Oculus?

Can this be done? I know GTA is on the RAGE engine, and I also know that there are mods for it, but can the Rift be integrated into it?

    36 replies

    Participant
    October 29, 2013
    This is great news! I have been playing w/GTA and the FPM for a couple of weeks and, other than the problems I am having keeping the framerate high enough, it has such great potential. So many details that I did not see playing on a regular monitor. I have tried this game both with Tridef and Vorpx. Currently, I have been playing it with Vorpx. On my system, Vorpx is just plain faster than Tridef in geometry 3D. Also, edgepeek is a great feature. Tridef does work, though. In GTA, I really miss the lack of the Tridef laser site that is missing on Vorpx, currently.
    You must make sure you remove any enb/sweetfx/injector .dll's you may be using in GTA IV. They don't work with either wrapper as far as I can tell.

    @C06alt-Your FPM is the best! I used it when I played the game on a regular monitor but in the Rift, it is a whole different ballgame. I would anxiously await any Rift mod you can do on it. Thanks for your work and your interest in the Rift.

    @Cylonsurfer-I will be trying your HUD mod right away. The only thing that really keeps me from trying to play this game in the Rift is not being able to see the HUD, esp. the minimap. I can't wait to give it a go. Thanks for your hard work!
    Up and Coming
    October 29, 2013
    GTA IV is really a beast to run in Geo mode 3D, most games run fine on my GTX580, however with the Rift you really need to keep a constant 60+ FPS. Which as you said is very hard to manage. I currently have my settings toned down quite a bit and still get the odd drop in frame rate, I guess it really is a bad port! I currently run it on medium textures, 1280x800 with everything else on low or off. TBH, I noticed that Tridef shows the game at 75FPS on my current settings, VORPX its around 60, if it wasn't for edge peek I think I'd go Tridef on this one.

    That said I find the game very enjoyable with the First Person mod / Rift, you do indeed notice a lot more detail, and it shows just how R* made the world seem so alive!!

    I've still not been able to figure out how to reposition the in game cell phone, but I have some ideas.... If I can, I'll try and clean up the general placement of the other HUD items and optimize things the best I can, while playing I noticed a few things which need a little more tweaking!
    Participant
    October 30, 2013
    I finally got gtaiv reinstalled so I will be doing some sort of update soon to make it more rift compatible.
    One thing I noticed is the lack of neck simulation so thats one thing needs fixing and should prevent the headless horseman effect.
    Built in rift head tracking would be a good thing and also eflc weapon support which is long overdue.

    @Clonesurfer good job with that hud ill check that out. I thought I saw some sort of cellphone positioning code somewhere but I'm not sure , its been a long time. I will keep an eye out for it.

    On a side note, in FirstPerson.ini in addition to setting ForwardFov and RearFov to 111 the setting FootFovMod is best set to 66 as its added to another value in script which unless your aiming is 45 so it adds to a grand total of 111 degrees for your normal walking around field of view.
    I also suggest setting automatic recenter off.

    ForwardFOV = 111
    RearFOV = 111
    FootFovMod = 66
    AutoCenterLR = 0
    AutoCenterUD = 0
    Up and Coming
    October 30, 2013
    @C06alt - That's fantastic news! Once my HUD settings are complete you are very welcome to include them in your FP Mod. I have run into a few minor bugs while using your mod, nothing major and I'm sure you are already aware of them but I'll list them below just in case:

    - While completing some missions (The package drops for Little Jacob in particular) you seem to get thrown from 1stp POV to a strange POV which is hard to get out of or see whats going on. This usually happens when you get 'Jumped' by a number of shooters, often resulting in you getting shot to death while you try and get the game back to a playable POV. The very first LJ mission is also a good example of this issue, the one where you have to provide cover fire.

    - Prostitution, while indulging in the "premium" service... the female player model clips through Niko / the camera a lot, any chance you could script the camera to move back a little during this action?

    I work on my own First Person Mod for Skyrim, 'The Joy of Perspective' so I know how hard and time consuming making such game modifications can be! Believe me, your mod is more bug free than mine :) !!

    "@Clonesurfer good job with that hud ill check that out. I thought I saw some sort of cellphone positioning code somewhere but I'm not sure , its been a long time. I will keep an eye out for it."

    If you do I'd be really appreciative, I have spent a lot of time looking but I cannot figure out how to move this element of the game to a more Oculus friendly position. I have placed requests for help with this particular issue on other sites, no luck so far.

    I have made some minor changes to my HUD modification which fixes a few minor placement issues and places the street names, districts, car types as well as the 'in mission' text in a readable location on the screen. I need to make a few more tweaks but after I have I'll upload the new version (hopefully sometime today).

    If anyone has any feedback (good or bad) it would be greatly appreciated.
    Up and Coming
    October 30, 2013
    As promised here is a link to the new version. Many improvements over the last version including:

    - Better positioning / larger Wanted Level Stars for better visibility
    - Larger Ammo / Cash icons for better visibility
    - Street / District Names are now viewable
    - Mission Objective text now viewable
    - In-Car Radio Station icons now viewable
    - Minor position improvements to other HUD objects

    Download here: http://www.gtagarage.com/mods/show.php?id=25119

    Installation:
    Extract archive and then place the files in 'Data\Common' overwriting all files when prompted (Don't forget to backup the originals for non-Rift play!).

    I have found the following 'FirstPerson.ini' settings give the best results: (FOV 110 seems a little high)

    ForwardFOV = 90
    RearFOV = 90
    AutoCenterLR = 0
    AutoCenterUD = 0
    FootFovMod = 45
    FPDriveBy = 1
    FPMelee = 1
    FPCover = 1

    Enjoy!
    Participant
    October 31, 2013
    I've been playing around with the FP mod (someone else modified version of C06alt's to work with Steam's 1.0.7.0) in anticipation of getting my Rift shortly.

    Mentioning the phone, I'm pretty sure I don't have any other mods running, but I noticed if you look down at the one Niko is physically holding, the screen updates the same as the UI. In fact it made me want to remove the 2D UI one.

    Looking forward to trying your HUD mods Cylon, but actual Rift testing (for me) won't start for maybe another couple of weeks.
    Order ID : 0843XX -- Ready : 22-Oct -- 24hr Notification : 30-Oct -- Processing : 2-Nov Shipped : 6-Nov -- Arrived : 11-Nov
    Participant
    October 31, 2013
    @Cylonsurfer gj

    @Kra Its true what you say but without higher definition rifts it might be to hard to read it.
    Good news is there seems to be a native script command to position the phone on screen so ill check that out.

    I have a strange problem at the moment with gtaiv and was wondering if anyone else noticed this.
    If I start the game with no mods no tridef no vorpx total vanilla, when I get to the first in game full screen menu with a mouse the Rift seems to enable head tracking and takes control of the mouse by its self.
    And continuing on into the game it still emulates the mouse until I close the game.
    Has anyone else noticed this or have any info on it or how to disable this unwanted behaviour?
    Participant
    October 31, 2013
    "C06alt" wrote:

    @Kra Its true what you say but without higher definition rifts it might be to hard to read it.
    Good news is there seems to be a native script command to position the phone on screen so ill check that out.



    Ahh yes, of course. I keep forgetting these things, as I mentioned I don't yet have those insights. But I'll be happy to help test when mine arrives.

    In fact looking at it in game just then is what brought me back to this thread, he moves his hand around way too much. It'd be annoying at best, to track it I'd guess.
    Order ID : 0843XX -- Ready : 22-Oct -- 24hr Notification : 30-Oct -- Processing : 2-Nov Shipped : 6-Nov -- Arrived : 11-Nov
    Up and Coming
    October 31, 2013
    "C06alt" wrote:

    I have a strange problem at the moment with gtaiv and was wondering if anyone else noticed this.
    If I start the game with no mods no tridef no vorpx total vanilla, when I get to the first in game full screen menu with a mouse the Rift seems to enable head tracking and takes control of the mouse by its self.
    And continuing on into the game it still emulates the mouse until I close the game.
    Has anyone else noticed this or have any info on it or how to disable this unwanted behaviour?


    I've not come across this issue myself. Good news about the phone stuff :)
    Participant
    November 1, 2013
    I figured out my problem with the rift tracking automaticly.
    Seems I forget to remove a vireio d3d9.dll I had put in the gtaiv folder previously.

    Some more good news is I have integrated the headtracking side of the sdk library into the firstperson asi so there will be true one to one headtracking directly to the game cameras rather then just mouse emulation. :)