EternalVR v0.1.27 (alpha)
Two fixes: aiming turns the Slayer again in levels where it sometimes did not, and opening SteamVR's dashboard in
game should no longer leave VR stuck.
Download
EternalVR-alpha-0.1.27-9c36e49.zip(below)- SHA-256:
d38af41bdd2becca32ffebccbf96d35b90b55b7a22ee7652bb198ec728a52fc0 - 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 fixed
- The Slayer did not turn with your aim (issue #22): in some levels, mostly ones that start facing straight
ahead, head and hand aim wrote to an angle the game was not using for the view, so the Slayer only turned with
the stick and switches needed lining up by hand. EternalVR now checks which angle the view follows, also while
you play. Thanks, thet0x1n, for the report and the logs. - SteamVR dashboard (issue #19): opening it in game could make the graphics driver reset, after which the
headset showed a few frames a second until SteamVR hid the game. While a runtime's menu or dashboard is over the
game, the game now renders no faster than the headset. EternalVR also no longer waits up to two seconds for a
frame copy (it shows the last frame instead), and if the VR runtime's frame clock stops, it starts a new VR
session by itself, as after a headset that reconnects. Thanks, nsmasson, for the report and the logs.
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.