EternalVR v0.1.12 (alpha)
Fixes and a workaround for AMD graphics cards, frame pacing matched to the headset by default, a fix for your body
not turning with your head, climbing that follows your head, and the game's prompts naming your VR buttons.
Download
EternalVR-alpha-0.1.12-f8d1fd1.zip(below)- SHA-256:
8ba4e73e2a7d0f8306be050ea4ef350ea7e6e1f103d47298607a5714e093b069 - 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 "Matched to the headset" is the default. Players found it much smoother: the game hands the
headset exactly one new image per headset frame instead of running ahead. Everyone moves to it with this update
(0.1.11 could not tell its default apart from a choice), so if you prefer "As fast as the game runs", pick it
again on the Play tab; from now on that choice is kept. It changes nothing when the game runs slower than the
headset. - DLSS no longer gets stuck off. If DLSS for the right eye failed to start once, the mod fell back to TAA for
the rest of the session and the game's menu showed DLSS as Off and ignored changes until a relaunch. It now tries
DLSS again by itself, and choosing a DLSS quality in the game's video menu tries again at once. Each failure is
logged with NVIDIA's error code, so an Export report shows why. - bHaptics: health and armor pickups, jump pads. A quick wave up the vest for health (stronger for bigger
pickups, slower for the Megahealth) and down the vest for armor; a push on the bottom of the vest when a jump pad
or booster launches you. Not felt on a suit yet. (The landing and glory kill effects from 0.1.11 have now been
felt on a real suit by a player, and they feel right.) - bHaptics: the Sentinel Crystal now plays, as a wave. In 0.1.11 its shock never played: the crystal's animation
starts as its upgrade screen closes, while the mod still ignored everything because of the menu. Now, as the
Slayer takes the crystal, a wave spreads from the middle of the vest out to its edges and then into the sleeves over
about 2 seconds (a tester's idea). Picking up a Praetor Suit token plays the same wave as your hands close on the
coin. Neither has been felt on a suit yet. - Fix for a freeze on AMD graphics (seen on a ROG Ally). On AMD the game's window could be resized under it,
after which the game stopped drawing and the headset kept showing the last frame. The window size is now left to
the game in that case, and the mod recovers when the window's image goes out of date. If the game still stops
drawing, the log says so. - Controllers that do nothing under SteamVR. A controller binding saved in SteamVR for DOOM Eternal (for
example a community binding made for another mod) can replace the mod's own and bind none of its controls. The
launcher now warns about such a binding before the launch and says how to go back to the default, and the log
shows which buttons each action got. - AMD Radeon RX 5000 and 6000: a sharper picture, and a workaround that works today. These cards' drivers
cannot render above the game's desktop window size, so each eye rendered at a small window's size and looked soft.
The mod now makes that window as large as your display allows, and the launcher says how large each eye really
was. For the full size, a virtual display shaped like a headset eye works around it: one player with an RX 6750 XT
and a Quest 2 plays this way. The steps are in TROUBLESHOOTING under "The picture is soft on an AMD graphics card". - Fix: your body sometimes stopped turning with your head (public issue #7). When a save loaded straight into a
level with an opening cutscene, the mod's start-up check ran during the cutscene, failed, and left head aim off
until the game was restarted: the view still followed your head, but your body and aim only turned with the stick.
The check now skips cutscene frames and tries again instead of giving up. - Climbing follows your head. Hanging on a climbable wall, look where you want to go and jump: you jump that
way. The stick still turns you on the wall. - The game's prompts name your VR buttons. Tutorial popups, use prompts and the Revenant's ability list now show
your controller's buttons (Quest, Index and the others with a layout) instead of keyboard keys. The menus' own
button hints still show keyboard keys for now. - The launcher window opens wider, so nothing on the Play tab is cut off at the right edge.
- Export report file names now carry the mod version and a short random ID (for example
EternalVR-report-v0.1.12-2026-10-01-K7F3QX.zip), so a report can be matched with the message it came with.
The ID is random and says nothing about you or your PC. - The log now records the headset's refresh rate. Each change of the headset's frame interval is logged
with its time and a likely reason (a refresh rate change, or the runtime throttling or reprojecting, such as
Virtual Desktop's SSW), with a summary every minute and at the end of the session. This makes stutter reports
much easier to read. - Short freezes at checkpoints explained. A freeze of about half a second right after a fight or before a
cutscene is the game's own checkpoint autosave (it happens flat too). The log now says so on that freeze's line,
and the known issues explain it. - A game that ended with exit code -1 is no longer called a crash; the launcher says it was ended, often after it
froze.
Known issues
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.