EternalVR v0.1.2 (alpha)
TAA is sharp in both eyes, controllers vibrate, and VR comes back if the headset drops out.
Download
EternalVR-alpha-0.1.2-008b686.zip(below)- SHA-256:
f449d9795a3409ca18c0badc805ac7bfbd066725042ef73d4c5c8bf2c90d8bab - VirusTotal: scan report
Unzip over the old folder or anywhere new, and run EternalVR.Launcher.exe. Your launcher settings carry
over.
What's new
- TAA works in both eyes. Moving demons were smeared in the right eye with TAA, because both eyes'
renders shared the game's buffers of object positions. Each render now gets its own, so demons look
the same in both eyes. TAA is the default again (the launcher's "Anti-aliasing" setting); if you set
it to Off in v0.1.0 or v0.1.1, switch it back on the Play tab. - DLSS quality (Quality, Balanced, Performance or Ultra Performance) is now part of the launcher's
"Anti-aliasing" choice. - Controller vibration for shots, punches, the game's own rumble and menu clicks (Vibration on the
Play tab). - VR comes back after a dropout. If the headset or its runtime disconnects, the mod waits and picks
VR up again instead of leaving the game stuck. - The launcher asks when no headset is found at launch, instead of starting a session that cannot
show anything. - The menu panel follows you. Turn away from an open menu for a moment and the panel comes back in
front of you. - Player profiles in the launcher, so people sharing a PC can keep their own settings.
- Change the controls from the launcher: "Edit controls..." on the Play tab opens a folder with the
default controller maps to copy and edit (see "Changing the controls" in
CONTROLS). - In-headset captures under SteamVR: hold Y and pull a trigger.
- Experimental, off by default: health, armour and ammo on your off hand's wrist ("Health and ammo" on
the Advanced tab), and a comfort vignette that darkens the edges of the view while you move with the
stick. Neither has had much headset time yet.
Known issues
Still open, among others (the full list is in
KNOWN-ISSUES):
the chainsaw pickup animation does not play (the view holds until the tutorial popup), a few animated
shapes such as the damned souls reaching out of the walls can still look slightly different between the
eyes with TAA, and the HUD is still on a floating panel. A more immersive VR HUD is a priority.
Feedback
Bugs: GitHub Issues (the launcher's
Export report... makes a zip to attach). Ideas and questions:
Discussions.