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Releases: ArcadaLabs-Jason/EternalVR

EternalVR v0.1.31 (alpha)

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@ArcadaLabs-Jason ArcadaLabs-Jason released this 07 Oct 18:30

EternalVR v0.1.31 (alpha)

Swinging banners, hanging corpses and the arms of the caged damned should no longer smear in your right eye.

Download

  • EternalVR-alpha-0.1.31-8a95fa6.zip (below)
  • SHA-256: b24858accfadec3daf8550f94a161229a0d4bf30645ba08688476b09f886fa4c
  • VirusTotal: scan report

If you have 0.1.6 or later, the launcher offers this update by itself (or use "Check now" on the Checks and log
tab). Otherwise unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher
settings carry over.

What's new

  • Animated props in the right eye. Some props in DOOM Eternal play back a recorded animation: swaying
    banners, hanging corpses, the caged damned reaching out of walls, and others. With anti-aliasing on, the right
    eye saw them as not moving at all, so it smeared them while the left eye stayed sharp. The right eye now gets
    their motion the same way the left eye does. This was checked on the test PC only (the right eye's motion
    now matches the left eye's), not yet in a headset. If you notice anything odd on those props (flicker, ghosting),
    ETERNALVR_STEREO_GEOMCACHE_PREV=0 goes back to the old behaviour, and a report helps a lot.

Known issues

Parallel Eye Rendering (both eyes rendered at once) is not in this release's launcher yet: it is getting close,
but it still has bugs to fix first.

The full list is in
KNOWN-ISSUES.

Feedback

Bugs: GitHub Issues (the launcher's
Export report... makes a zip to attach). Ideas and questions:
Discussions.

EternalVR v0.1.30 (alpha)

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@ArcadaLabs-Jason ArcadaLabs-Jason released this 07 Oct 16:35

EternalVR v0.1.30 (alpha)

Lens flares sit where they belong in both eyes, and the weapon in the weapon mod screens is no longer dark.

Download

  • EternalVR-alpha-0.1.30-ce8c394.zip (below)
  • SHA-256: 0e60f5af3d9f8c9fd6f30810f8436e5e39b3b947760d67d9391a2b570feacb99
  • VirusTotal: scan report

If you have 0.1.6 or later, the launcher offers this update by itself (or use "Check now" on the Checks and log
tab). Otherwise unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher
settings carry over.

What's new

  • Lens flares in both eyes. Flares (the glow around the mod bot's light, for example) were drawn from a point between
    your eyes, so each eye saw the flare in a slightly different place than its light and it looked farther away
    than anything else. Each eye now draws its flares from its own position, so a flare sits on its light. If
    something looks wrong, ETERNALVR_FLARES_PER_EYE=0 goes back to the old behaviour.
  • Weapon mods and Customize screens. The weapon model in these screens is shown much larger in VR than on a
    monitor, but its lights stayed at their flat-screen size, so much of the model was dark. The lights now grow
    with the model, and the weapon is lit again.

Known issues

Parallel Eye Rendering (both eyes rendered at once) is not in this release's launcher yet: it is getting close,
but it still has bugs to fix first.

The full list is in
KNOWN-ISSUES.

Feedback

Bugs: GitHub Issues (the launcher's
Export report... makes a zip to attach). Ideas and questions:
Discussions.

EternalVR v0.1.29 (alpha)

Pre-release

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@ArcadaLabs-Jason ArcadaLabs-Jason released this 07 Oct 04:31

EternalVR v0.1.29 (alpha)

Smoother frame pacing in the headset: frames the game finishes are no longer lost before the headset shows them.

Download

  • EternalVR-alpha-0.1.29-0c2ce1f.zip (below)
  • SHA-256: 44a60f8b099c628dce0eba2babc7c219ce3ce691c9014d4f2656dd29f938d332
  • VirusTotal: scan report

If you have 0.1.6 or later, the launcher offers this update by itself (or use "Check now" on the Checks and log
tab). Otherwise unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher
settings carry over.

What's new

  • Frame pacing in the headset. The game's finished frames could be overwritten before the headset showed
    them, so in heavy fights the headset got fewer new images than the game rendered (in one session, 39 to 48 a
    second while the game ran at 56 to 70), which felt like a stutter or slide show even with a good frame rate.
    Finished frames are now kept until they are shown, and a headset frame waits for the newest image while it
    still has time instead of skipping a display slot. In a test session every rendered frame reached the headset.

Known issues

Parallel Eye Rendering (both eyes rendered at once) is not in this release's launcher yet: it is getting close,
but it still has bugs to fix first.

The full list is in
KNOWN-ISSUES.

Feedback

Bugs: GitHub Issues (the launcher's
Export report... makes a zip to attach). Ideas and questions:
Discussions.

EternalVR v0.1.28 (alpha)

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@ArcadaLabs-Jason ArcadaLabs-Jason released this 06 Oct 03:09

EternalVR v0.1.28 (alpha)

A new setting, Show arms: turn it off to hide the Slayer's arms and keep only the weapon. It is meant above all for
playing with the weapon in the left hand.

Download

  • EternalVR-alpha-0.1.28-bcd4708.zip (below)
  • SHA-256: ce5bae28c22c831f947dfda374196a49004a38cfe3f0148064b139bcfc414cf1
  • VirusTotal: scan report

If you have 0.1.6 or later, the launcher offers this update by itself (or use "Check now" on the Checks and log
tab). Otherwise unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher
settings carry over.

What's new

  • Show arms (Play tab, under Weapon hand; on by default): off hides both of the Slayer's arms and leaves the
    weapon alone. With the weapon in the left hand the game still draws its right arm reaching across the view to
    the gun, because it has only one arms model; with Show arms off that arm is gone (issue #23). Arms that follow
    your hands properly in either hand are still planned. Thanks, cocofr69-cmd and DirkTheDaring, for the reports.

Known issues

Parallel Eye Rendering (both eyes rendered at once) is not in this release's launcher: it still needs a headset
test before it ships.

The full list is in
KNOWN-ISSUES.

Feedback

Bugs: GitHub Issues (the launcher's
Export report... makes a zip to attach). Ideas and questions:
Discussions.

EternalVR v0.1.27 (alpha)

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@ArcadaLabs-Jason ArcadaLabs-Jason released this 06 Oct 00:36

EternalVR v0.1.27 (alpha)

Two fixes: aiming turns the Slayer again in levels where it sometimes did not, and opening SteamVR's dashboard in
game should no longer leave VR stuck.

Download

  • EternalVR-alpha-0.1.27-9c36e49.zip (below)
  • SHA-256: d38af41bdd2becca32ffebccbf96d35b90b55b7a22ee7652bb198ec728a52fc0
  • VirusTotal: scan report

If you have 0.1.6 or later, the launcher offers this update by itself (or use "Check now" on the Checks and log
tab). Otherwise unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher
settings carry over.

What's fixed

  • The Slayer did not turn with your aim (issue #22): in some levels, mostly ones that start facing straight
    ahead, head and hand aim wrote to an angle the game was not using for the view, so the Slayer only turned with
    the stick and switches needed lining up by hand. EternalVR now checks which angle the view follows, also while
    you play. Thanks, thet0x1n, for the report and the logs.
  • SteamVR dashboard (issue #19): opening it in game could make the graphics driver reset, after which the
    headset showed a few frames a second until SteamVR hid the game. While a runtime's menu or dashboard is over the
    game, the game now renders no faster than the headset. EternalVR also no longer waits up to two seconds for a
    frame copy (it shows the last frame instead), and if the VR runtime's frame clock stops, it starts a new VR
    session by itself, as after a headset that reconnects. Thanks, nsmasson, for the report and the logs.

Known issues

Parallel Eye Rendering (both eyes rendered at once) is not in this release's launcher: it still breaks the picture
in a headset.

The full list is in
KNOWN-ISSUES.

Feedback

Bugs: GitHub Issues (the launcher's
Export report... makes a zip to attach). Ideas and questions:
Discussions.

EternalVR v0.1.26 (alpha)

Pre-release

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@ArcadaLabs-Jason ArcadaLabs-Jason released this 05 Oct 17:46

EternalVR v0.1.26 (alpha)

Two new settings on the launcher's Play tab: how hard you punch, and how long you hold a button.

Download

  • EternalVR-alpha-0.1.26-9c74dcf.zip (below)
  • SHA-256: 14b81a5269caaecb08a271d72dd67133a10584178150021617d8fa198caaa247
  • VirusTotal: scan report

If you have 0.1.6 or later, the launcher offers this update by itself (or use "Check now" on the Checks and log
tab). Otherwise unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher
settings carry over.

What's new

  • Punch speed (Play tab): how fast your hand must move toward where you look to punch. Light, Medium,
    Hard (the old speed, the default) and Very hard. Thanks, nsmasson, for the idea (issue #20).
  • Hold time (Play tab): how long you hold a button before its hold action starts, such as the weapon wheel or
    the Dossier; a shorter press is a tap. Short, Medium (the default), Long and Very long. It also sets the hold of
    the both-sticks chords. Thanks, nsmasson (issue #21).

Known issues

Parallel Eye Rendering (both eyes rendered at once) is not in this release's launcher: it still breaks the picture
in a headset.

The full list is in
KNOWN-ISSUES.

Feedback

Bugs: GitHub Issues (the launcher's
Export report... makes a zip to attach). Ideas and questions:
Discussions.

EternalVR v0.1.25 (alpha)

Pre-release

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@ArcadaLabs-Jason ArcadaLabs-Jason released this 05 Oct 17:13

EternalVR v0.1.25 (alpha)

Under hand aim you now swim and dash where you look.

Download

  • EternalVR-alpha-0.1.25-db9635e.zip (below)
  • SHA-256: eb786070450a54b12a73599bc703fe58d967424be295b18374c8c2bde09594c2
  • VirusTotal: scan report

If you have 0.1.6 or later, the launcher offers this update by itself (or use "Check now" on the Checks and log
tab). Otherwise unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher
settings carry over.

What's new

  • Swimming and the underwater dash go where you look. The game swims and dashes along its view, and with
    hand aim the view followed the gun hand, so looking down with the hand level kept a dive level. While you
    swim the view now follows your head, and the gun hand aims again once you are out of the water. Thanks,
    HansGruber45, for the report and the export.

Known issues

Parallel Eye Rendering (both eyes rendered at once) is not in this release's launcher: it still breaks the picture
in a headset.

The full list is in
KNOWN-ISSUES.

Feedback

Bugs: GitHub Issues (the launcher's
Export report... makes a zip to attach). Ideas and questions:
Discussions.

EternalVR v0.1.24 (alpha)

Pre-release

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@ArcadaLabs-Jason ArcadaLabs-Jason released this 05 Oct 13:00

EternalVR v0.1.24 (alpha)

A fix for bright flashes that could come from lights and effects at the edge of one eye.

Download

  • EternalVR-alpha-0.1.24-0c28cb7.zip (below)
  • SHA-256: 7c0c239ca71bfacfd43a45dff7c89be57cf28449ce76bab2d0a2de13400f3465
  • VirusTotal: scan report

If you have 0.1.6 or later, the launcher offers this update by itself (or use "Check now" on the Checks and log
tab). Otherwise unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher
settings carry over.

What's new

  • Fewer bright flashes from lights and effects. 0.1.22 started drawing things that only one eye can see at
    the edge of its view. For lights like lightning flares that change could make one eye flash at full
    brightness for a frame. Pickups at the edge of one eye are still drawn; effects there (a glow, a spark) are
    shown only where both eyes see them, as before 0.1.22. This is the likely cause of the lightning flashing in
    Exultia reported in #18. If you still see it, please say so there. Thanks, nsmasson, for the report.

Known issues

Parallel Eye Rendering (both eyes rendered at once) is not in this release's launcher: it still breaks the picture
in a headset.

The full list is in
KNOWN-ISSUES.

Feedback

Bugs: GitHub Issues (the launcher's
Export report... makes a zip to attach). Ideas and questions:
Discussions.

EternalVR v0.1.23 (alpha)

Pre-release

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@ArcadaLabs-Jason ArcadaLabs-Jason released this 04 Oct 23:36

EternalVR v0.1.23 (alpha)

The weapon wheel keeps your gun in your hand and your view where it was.

Download

  • EternalVR-alpha-0.1.23-299bc4d.zip (below)
  • SHA-256: 1a7181da66609b891a70263c7910b2a97579ddde32fecceb703546d7cba78c29
  • VirusTotal: scan report

If you have 0.1.6 or later, the launcher offers this update by itself (or use "Check now" on the Checks and log
tab). Otherwise unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher
settings carry over.

What's new

  • The weapon wheel no longer moves your gun or your view. While the wheel was up, the gun jumped to where it
    sits in the flatscreen game and the view slid toward the game's camera, then snapped back when you picked. The
    gun now stays in your hand and the view stays put. Thanks, nsmmm, for the report.

Known issues

Parallel Eye Rendering (both eyes rendered at once) is not in this release's launcher: it still breaks the picture
in a headset.

The full list is in
KNOWN-ISSUES.

Feedback

Bugs: GitHub Issues (the launcher's
Export report... makes a zip to attach). Ideas and questions:
Discussions.

EternalVR v0.1.22 (alpha)

Pre-release

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@ArcadaLabs-Jason ArcadaLabs-Jason released this 04 Oct 22:44

EternalVR v0.1.22 (alpha)

Pickups and effects at the outer edge of each eye are drawn again, and shadowed corners keep their shading in VR.

Download

  • EternalVR-alpha-0.1.22-735e79b.zip (below)
  • SHA-256: 8168a9b653f7417b90881249c1975329facbcbc6de62a4570766cc79829fc662
  • VirusTotal: scan report

If you have 0.1.6 or later, the launcher offers this update by itself (or use "Check now" on the Checks and log
tab). Otherwise unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher
settings carry over.

What's new

  • Nothing vanishes at the edge of one eye. Ammo, health and armor pickups, and effects such as the glow on a
    breakable wall, were missing from the outer side of each eye whenever the other eye could not see them too. They
    are drawn now, and their particle effects animate.
  • Directional occlusion stays on. The game turned its Directional Occlusion off by itself in VR, so corners
    and creases looked flat and too bright, most of all toward the outer side of each eye. EternalVR now keeps your
    in-game setting.

Known issues

Parallel Eye Rendering (both eyes rendered at once) is not in this release's launcher: it still breaks the picture
in a headset.

The full list is in
KNOWN-ISSUES.

Feedback

Bugs: GitHub Issues (the launcher's
Export report... makes a zip to attach). Ideas and questions:
Discussions.