GTA Vice City VR gets a new update with new improvements

A Vice City VR has received a new update, adding more ways to handle weapons, drive vehicles and move through the original 2003 PC game. The mod has already been available in earlier forms, so this isn’t its debut. Instead, the latest alpha release builds on the existing conversion and pushes it closer to feeling like a proper PC VR game rather than a standard title viewed through a headset. It’s still unfinished. Some features remain experimental, hardware support can vary and players should expect the occasional rough edge. Even so, the update shows clear progress in the areas that matter most once you put on a headset: aiming, movement and driving.

GTA Vice City VR has received a new update, adding more ways to handle weapons, drive vehicles and move through the original 2003 PC game. The mod has already been available in earlier forms, so this isn’t its debut. Instead, the latest alpha release builds on the existing conversion and pushes it closer to feeling like a proper PC VR game rather than a standard title viewed through a headset. It’s still unfinished. Some features remain experimental, hardware support can vary and players should expect the occasional rough edge. Even so, the update shows clear progress in the areas that matter most once you put on a headset: aiming, movement and driving.

More physical control during combat

The biggest changes focus on how weapons feel in your hands. Vice City VR supports separate tracking for both controllers, allowing players to hold guns in either hand, switch them between hands and support larger weapons with a second grip. Dual wielding is also available, which suits the game’s fast and often messy shootouts.

Selected firearms now support more hands-on reloading. You’ll need to manage magazines through physical movements instead of simply pressing a button. The system doesn’t apply to every weapon yet, but it adds another layer of interaction during combat. Melee weapons also respond to controller movement. Punches, bats and blades rely on physical swings, making close-range fights more direct than they were in the original game.

Thrown weapons work in a similar way. Grenades and Molotov cocktails can be aimed and released using natural throwing motions. There’s also an optional trajectory guide, which should help when a mission leaves little room for a badly judged throw. None of this changes the missions or story. The city, characters and campaign remain those of the original PC release. The update changes how players interact with them.

Driving offers several different setups

Driving remains one of the trickiest parts of converting an older Grand Theft Auto game to VR. Long journeys need to stay comfortable, while chases still have to feel quick and responsive. The update gives players several control methods.

You can use familiar controller inputs, grab a virtual steering wheel or steer by rotating a motion controller. Cars support both one-handed and two-handed steering, so players can choose between a relaxed setup and a more physical one.

Motorcycles include motion-based steering, throttle controls and leaning. A horizon-lock feature is enabled by default to reduce discomfort during sharp turns, crashes and sudden changes in direction. That option matters. Motorcycles can already feel unstable on a normal screen, and the effect becomes much stronger when the entire view moves with the bike.

Drive-by shooting also supports tracked aiming. Instead of relying on the original game’s limited shooting controls, players can point a weapon while driving. It can get chaotic very quickly, but that fits Vice City rather well.

Current PC VR hardware is supported

The mod runs through OpenXR and targets modern PC VR systems. The most thoroughly tested setup uses a Meta Quest 3 connected to a Windows PC through Quest Link or Air Link. Profiles are also available for Valve Index, HTC Vive and Windows Mixed Reality controllers, although results may differ depending on the headset and control setup.

Players need the original 2003 PC version of Grand Theft Auto: Vice City. The mod doesn’t include the base game and won’t work with the Definitive Edition. Installation keeps the standard game intact. The update files go into the existing Vice City directory, while the VR version runs through its own executable. That means players can keep launching the normal PC edition separately. Windows 10 or Windows 11, compatible graphics hardware and a working PC VR connection are also required.

The update is still an alpha release

The entire campaign hasn’t been fully tested across every supported headset and controller combination. Performance may vary, and some weapons have more detailed interactions than others. Players may also run into control or compatibility problems.

There are plenty of adjustment options, though. Movement can use smooth or snap turning, interface elements can be repositioned and aiming behaviour can be changed. Vehicle seating positions can also be adjusted and saved.

Menus and cutscenes appear on a fixed virtual screen rather than using the game’s original camera directly inside the headset. It’s a practical solution that makes scripted scenes easier to watch and avoids uncomfortable camera movement.

This update doesn’t suddenly turn Vice City VR into a finished release. It does, however, make the mod more complete. Combat feels more physical, vehicles offer more control choices and the overall experience gives players more freedom to adjust the game around their preferred VR setup.

For anyone who already follows the project, this is a meaningful step forward. For players trying it for the first time, it’s still best approached as an ambitious alpha rather than a polished commercial VR conversion.

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