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EternalVR v0.1.69 (alpha)

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@ArcadaLabs-Jason ArcadaLabs-Jason released this 20 Oct 13:22
· 1 commit to main since this release

EternalVR v0.1.69 (alpha)

Puddles now look the same in both eyes, and more of the mod works with a gamepad.

Download

  • EternalVR-alpha-0.1.69-45cf460.zip (below)
  • SHA-256: a91371bafdb2db59da2514a727df0f9a6ada91a0cb6271c4104d57bd285115b3
  • VirusTotal: scan report (0 of 68; the mod's DLL 0 of 70 and the launcher 0 of 69). Windows Defender finds nothing.

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.

Windows Defender may on some PCs quarantine the launcher as "Trojan:Win32/Bearfoos.A!ml". That's a false positive:
the launcher isn't code-signed yet and every release is a new file Windows hasn't seen, so Defender's cloud model
sometimes guesses (the "!ml"). To get it back: Windows Security > Virus & threat protection > Protection history,
open the entry, Actions > Restore.

This build was launch-tested on the Steam version (in a level) and the Game Pass version (up to the main menu), on my
test PC with the OpenXR simulator. None of the changes below have been played in a headset yet.

Playing on a lower-end PC? I'd love to hear how it runs:
tell me your card, settings and how it played.

What's new

  • Puddles look the same in both eyes. Wet patches and puddles (the game draws them as decals) could be
    missing in one eye, so the floor looked different left and right, for example at the start of The Ancient Gods
    Part Two's second level. The game's visibility check used each eye's own view, which is narrower on the nose side
    than the flat game's, and that hid them. Now each eye gets every decal the flat game would show. On my test PC
    the puddles there now look like the flat game's in the left eye and nearly so in the right (a few percent darker).
    It costs a little: in that spot about 2% fewer frames a second, in a busy arena about 1%.

  • With motion controllers off (gamepad), more of the mod now works. Holding both sticks pressed for 2 seconds
    recenters your view, the comfort vignette darkens the edges when you move or turn with the sticks, bHaptics
    runs too, and while the game plays a move for you (a glory kill or a pickup) or the weapon wheel is open, room
    walking is held back and the wheel shows straight ahead, as with motion controllers. The launcher no longer
    greys these settings out when Motion controllers is off. Your gamepad works exactly as before: the mod only reads it, and both stick clicks still
    reach the game (so the right one still melees while you recenter).

Known issues

  • Left-handed, a few things are still rough or untried. The first time you bring out each weapon after
    starting the game the arms stay the game's for about half a second, then the gun shifts 1 to 2.5 cm into your
    hand (the Crucible swings in from much further, about 70 cm). Glory kills and the Sentinel Hammer haven't been
    tried left-handed yet. Turning off Show arms (Play tab) hides both arms.
  • With motion controllers off (gamepad), the capture button combo isn't there: on a gamepad every button belongs
    to the game.
  • Swimming left-handed, the glove sits about 11 cm from your hand.
  • On a Ballista shot the shoulder end of the arm can jump for one frame (up to about 17 cm), because the whole
    arm rides the gun for that frame.
  • The placement was measured on my test PC, not yet in a headset. If a gun or the glove still sits off your
    hand, please tell me which one and roughly how far. The Sentinel Hammer and the Berserk fists haven't been
    measured yet (I couldn't get either into the Slayer's hands on the test PC); the chainsaw and the melee are
    quick moves the game animates itself.
  • Foveated rendering on AMD and Intel cards (new in 0.1.56) is barely tested. One player reports it working
    well on an RX 6750 XT; Intel cards haven't been confirmed yet. If it looks wrong or crashes, turn it off and
    tell me.
  • The HUD's smallest text is hard to read: the mission challenge names and the Demonic Corruption bar's
    title. A larger HUD size on the Play tab makes them bigger.
  • With motion controllers off (gamepad), the weapon wheel still sits off to the right, where the game draws it.
  • A few screens still show keyboard keys: tips whose text names a key ("pressing [M]"), the custom weapon
    wheel's reset to default (R), and on Vive wands the Arsenal's customize weapon and equip mod (F, X), which have
    no button there.
  • Sights are lined up on five guns so far; the rest can point a little off. Go by the Aim dot.
  • The Precision Bolt's scope sits about 3 degrees off your aim, because the Heavy Cannon is lined up for its
    iron sights.
  • With head aim there's no crosshair or aim mark while the Precision Bolt is zoomed in. Shots go to the middle
    of your view. On the Game Pass version head aim may still show the scope's ring.
  • Parallel Eye Rendering is still highly experimental and off by default. The full list is under "Parallel Eye
    Rendering" in KNOWN-ISSUES.