github ArcadaLabs-Jason/EternalVR v0.1.11
EternalVR v0.1.11 (alpha)

pre-release3 hours ago

EternalVR v0.1.11 (alpha)

New bHaptics effects, sharp menus with foveated rendering, an experimental frame pacing mode, and a more
complete Export report.

Download

  • EternalVR-alpha-0.1.11-ac2cc99.zip (below)
  • SHA-256: 646fd3752452e0c614f30feac2e8f22fee4f4a3a709ecde8ae5b56169d700f43
  • 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

  • bHaptics: glory kills now reach the vest. The glory kill pulse never fired in earlier versions because
    the layer watched the wrong game field. It now detects every glory kill (9 of 9 in a logged play session),
    and pickup animations such as the mod bot no longer count as glory kills. None of the new effects has been
    felt on a suit yet.
  • bHaptics: landing from a fall pulses the bottom of the vest, harder for longer drops. Ordinary jumps
    and dashes stay quiet.
  • bHaptics: portals sweep a crackle down the vest with the sleeves buzzing when you step into a teleporter
    (checked in real play on the trench teleporters). Hazard and out-of-bounds teleports do not trigger it.
    The pulse on a level's exit portal is in but untested.
  • bHaptics: Sentinel Crystal shock across the vest and sleeves as the Slayer grabs the crystal. This one
    is new and untested on a fresh crystal.
  • Foveated rendering keeps menus and the HUD sharp. With foveation on, the game's menus were pixelated;
    they now render at full rate while the world stays foveated.
  • Frame pacing (experimental, off by default): Play tab, Picture, Frame pacing: "Matched to the
    headset" hands the headset exactly one new stereo image per headset frame instead of letting the game run
    ahead, which should feel smoother on systems that run faster than the headset. Not available with
    Alternate eyes set to Auto.
  • Each eye (Play tab, under Resolution): the size each eye renders at and how it compares with what
    your headset asks for, for example "2056x2216, 82% of the 2496x2688 your headset asked for". It uses the
    headset's answer from your last session, so it shows after you have played once.
  • Dossier map sticks (Play tab, Controls): swap which hand's stick pans the map and which zooms.
  • Export report now includes your controller maps, the game's config, a SteamVR summary (headset,
    supersampling, motion smoothing), installed game mods, the processor and memory, and the newest 5 sessions
    instead of 3. Names you play under are blanked out like your Windows user name.
  • Crashes are easier to tell apart. The launcher logs the game's exit code and says when the game ended
    with an error.
  • The end-of-session message says what share of the headset's frames were new images from the game.
  • The DLSS Version list marks NVIDIA's newest as (latest).

Known issues

The full list is in
KNOWN-ISSUES. The
game's button prompts still name keyboard keys, and climbing a wall still turns with the stick only (both
being worked on). Frame pacing and foveated rendering are experimental.

Feedback

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

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