github ArcadaLabs-Jason/EternalVR v0.1.15
EternalVR v0.1.15 (alpha)

pre-release2 hours ago

EternalVR v0.1.15 (alpha)

No more hitch at every checkpoint, the glory kill comfort views working in real fights, a choice of move
direction, a smoother Dossier map, controller prompts in the menus, and sharper, fixed foveated rendering.

Download

  • EternalVR-alpha-0.1.15-5dc985b.zip (below)
  • SHA-256: 4e5af7842375dd02347b9473f7d2c47fda9db79be0415b074f2054ad6f765394
  • 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

  • No hitch at checkpoints. The game stalled for 50 ms to almost a second at every checkpoint save, longer on
    slower drives. The cause was EternalVR's own console log setting, which wrote the log to disk line by line while
    the game saved. The log is still written, without the stall.
  • Glory kills. Steady view, Fade out and Flat screen now engage in real glory kills. Fade out now works with "Fade in walls" off. The list is Follow the camera (intense, the
    default), Steady view, Flat screen, Fade out.
  • Move direction. Play tab, "Move toward": where you look, where your left hand points, or where your right
    hand points.
  • Dossier map. The stick pans the map smoothly instead of in jerky strokes, you can pan and rotate at the same
    time, and the mouse cursor hides while a stick moves the map.
  • Controller prompts. The menus' hint bars and tab lists name the VR buttons, from the first screen of the
    main menu.
  • Menus. The weapon in Customize Weapon sits on the menu panel instead of following your head.
  • Foveated rendering.
    • Each eye now always gets its own pattern. Before, one eye could get the other eye's pattern.
    • The sharp area is centred the same way in every direction on headsets with off-centre lenses like Quest 3.
    • Shadows and other off-screen images are no longer made coarse.
    • It works at DLSS render sizes.
    • New Maximum preset.
    • Foveated rendering is still experimental and off by default; these fixes were checked on the test PC, not
      yet in a headset.
  • DLAA. A DLSS quality choice: DLSS at full resolution.
  • Anti-aliasing Off keeps each eye's own exposure and fog.
  • Your weapon arm follows the controller and is drawn.
  • Jumping by raising your hands works seated too.
  • Launcher.
    • Current OpenXR Toolkit versions are switched off for the game, as the docs said.
    • It warns when SteamVR is set to limit DOOM Eternal's frame rate.
    • After a session where no control was bound, it says why.
    • Export report includes the game's own video settings.
  • Graphics card reset. If your graphics card is reset while you play, VR now stays off for that session and
    the launcher says "the graphics card was reset" (before, it said the headset disconnected and kept retrying).
  • Many smaller fixes from code reviews of input, stereo rendering, threading and the launcher.

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.

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