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Q: I'm trying to start the mod, but keep getting this error:
[VRMod] lua/autorun/vrutil.lua:356: attempt to call global 'VRMOD_Init' (a nil value)
A: You've missed the DLL module that is required for VRMod to work. It is not included with the VRMod workshop addon, and should be installed separately.
Q: How do I install the module?
A:
- Download the ZIP file with the module from here:
https://codeload.github.com/catsethecat/vrmod-module/zip/master
(or follow the link at the mod's description)
- Navigate into the zip file: go through vrmod-module-master\install\GarrysMod\
- Copy everything into Steam\steamapps\common\GarrysMod\
Q: Does it support Vive/Oculus(Quest, Quest 2, Rift S)/Valve Index/WMR/HP?
A: Anything that is recognized as a headset in SteamVR, can be used to play VRMod.
Q: (Quest/Quest 2) I'm trying to launch the mod, but it says headset is not detected.
A: Your HMD needs to be connected with SteamVR.
Q: Do I need a VR headset to use this?
A: No, you are not required to use or have a VR headset. You can play with other VRMod users, even if you have no VR yourself.
Q: Can you play VR with others who dont have vr?
Q: Does it work in multiplayer?
Q: Can I play together with other players?
A: Yes, but the server you're playing on is required to have VRMod installed(Just the workshop addon part).
Q: Can other people see me move in VR?
A: Yes.
Q: Does it have a full body tracking?
A: Yes. It supports 6-point full-body tracking.
Q: My antivirus says the installer file has a hidden trojan. Help?
Q: Is there any spyware/malware in the DLL Module file?
A: Possibly a false positive. The installer is a Powershell script file. You can always open it and read up what exactly it does. If you still don't trust it - you can always do things manually. If you don't trust the dll binary file, you can check the module's source files here and build it on your own:
https://github.com/catsethecat/vrmod-module
A: VRMod installation won't turn GMod into a VR application. To start GMod in VR, you need to use vrmod_start console command once you're in game.
Q: I'm getting this error:
[VRMod - Experimental Virtual Reality] lua/autorun/vrmod.lua:113: VR_Init failed
A: You need to have SteamVR up and running. VRMod won't launch it for you.
Q: I'm getting this error:
ShaderAPIDX8::CreateD3DTexture: D3DERR_INVALIDCALL
[VRMod - Experimental Virtual Reality] lua/autorun/vrmod.lua:125: g_sharedTexture is null
A: You're trying to launch VR, with your Gmod in DirectX 8 mode. VR is incompatible with DirectX 8. Launch your game with -dxlevel 95 once, to change your DirectX version back to DirectX 9.5.
Q: I think I've successfully launched the VRMod, but there is nothing on my HMD.
A: Run the game in windowed mode, and disable SteamVR Game Theater at the game's properties in Steam.
Q: My left eye display has strange artifacts. My game is crashing. I'm getting teleported around against my will. Image freezes when I press buttons. I can't do anything and etc...
A: There is a high chance for a mod incompatibility. Disable all mods you have to make sure VRMod works properly without them. If it does - turn mods on, one by one, until you figure out, which mod was causing the issue.
Q: My VR crashes everytime I launch it, though I remember it worked before.
A: Incompatible playermodels may be the reason for VRMod crashes. Before launching the mod, change your playermodel to something default, like Kleiner's model.
Q: Can't move. Help?
A: Close the console/main menu.
You can avoid using console by using binds. This script allows you to start VRMod by pressing F10:
Q: Can I play VR without controllers?
Q: Can I use mouse and keyboard instead of controllers?
A: cardboardmod_start - Use this command to play VRMod without controllers.
Q: "Incompatible player model" error. Help?
A: Change your playermodel to something default, like Kleiner's model.
Q: My fps is locked at 45 or lower. My framerate is very choppy. How do I increase performance?
A: Source engine was not made with VR in mind, and it was optimized for older hardware. Low performance rate is something to be expected. To improve performance, you can:
- Use console commands gmod_mcore_test 1 and mat_queue_mode -1. That should improve your performance by a lot.
- Keep away from "Ultra" config files, that artifically increase settings even further, past the default.
- Use "differences" command to see if you have any leftover changed variables that alter GMod's rendering in any way.
- Play maps that contain the least amount of brush entities. Prefer non-open world, small, box-like maps. Proper VIS optimization is REQUIRED for a semi-decent performance.
- If you feel like it is still unbearably laggy, you'll need the console command "r_mapextents 1500". This command cuts off visible part of the map, improving the performance drastically. Complex maps may require reducing the value even further(down to 600). Default value 16384. This command requires sv_cheats 1
A: You always start with your head fully hidden, but once you change your weapon, there is a bug that would restore your head's size. Restart VRMod, and your head should shrink back.
Q: My avatar's head appendages(jigglebone hair, eyes, face features) are getting distorted in the VRMod, or my lower jaw stays in place, while the rest of the face is moving around.
A: There is a setting to change the head bone calculations. Should help in that case.
Q: My avatar is a mess of polygons, stretched all over the place.
A: That often happens when you change your model the first time. Restart VRMod or shoot yourself with an explosive weapon. Once you respawn, your model should become normal.
Q: My avatar's hands are getting shorter, and my fingers are pulled inside my hands, or my fingers are pulled backwards unnaturally.
A: That happens mainly because of skeleton scale issues. Restarting VRMod helps, but only with certain models. For some models, the issue is permanent.
Q: My weapons are glitched - they look strange, have holes on the right side, and look like they are unfinished.
A: Those are "view models", and the way they look is completely vanilla. Those are optimized weapon models for video cards, that were popular back in 2004. Valve used to cut out polygons, the flat screen players won't ever see.
You have 2 possible ways to fix that:
- Find an HD view model pack, that doesn't have this issue.
- Use world models instead. They are less detalized, but they look exactly how other players would see them. World models are enabled through VRMod settings.
Q: Is there a left-handed mode?
A: No. Given the type of engine Source is, it might be unnecessarily hard to make it both-handed.
Anyone know what the button/buttons are on an oculus for the "Use Key" is or have my eyes glossed over a section saying that it doesn't work yet?
I am also having this issue. Would love for this to be resolved.
If Steam\steamapps\common\GarrysMod\garrysmod\data\vrmod\vrmod_bindings_oculus_touch.txt has the correct data, then the "use key" is supposed to be your right hand trigger(the button underneath(or on the side?) the controller, and it also must be fully pressed).
The "use key" is easily distinguishable by the beep sound it produces whenever you press it.
As for Vive, the zone that is supposed to interact with other stuff is actually hovering near the right hand(left and down from the hand's actual position). So it maybe frustrating, trying to figure out, how exactly are you supposed to keep your hand to actually hit that button. I think that was made to prevent using objects instead of picking them up with controllers.
Hope that helps.
- gm_flatgrass
- Any HL2/HL2DM Valve maps
- HL:Source maps
- Early CS:S maps like cs_aztec.
- HL2 episodic maps, if your PC can endure some beating.
- Any simplest map there are(except those that were compiled badly).
Eyecandy custom maps are usually a bad choice for VR, because their performance is already at the Source engine's limits.
You can easily test any map yourself. Enter:
cl_showfps 1
in console, so you'll get the FPS counter at the top right.
Go around the map looking at things you'd want to look at in VR and remember the average FPS value. if that value is nearby any official Valve map's FPS, then you're probably good to go.
If the FPS counter goes red, then there is no chance you'll be able to make it playable in VR.
The more open-world-ish the map is, the more chance you'll get lagspikes. The most optimized maps are usually those that consist of small, narrow corridors.
Could you please post an exact path to both openvr_api.dll module files, including the disk letter and all the folders they are sitting in? Do you have a SteamVR, or an OpenVR, or something else?
Before trying to launch the mod, please, open the developer console. Then, try to start the mod, and check the console for anything VRMod related, and post it here.
My suggestion be - you didn't install it properly.