EternalVR v0.1.29 (alpha)
Smoother frame pacing in the headset: frames the game finishes are no longer lost before the headset shows them.
Download
EternalVR-alpha-0.1.29-0c2ce1f.zip(below)- SHA-256:
44a60f8b099c628dce0eba2babc7c219ce3ce691c9014d4f2656dd29f938d332 - 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 in the headset. The game's finished frames could be overwritten before the headset showed
them, so in heavy fights the headset got fewer new images than the game rendered (in one session, 39 to 48 a
second while the game ran at 56 to 70), which felt like a stutter or slide show even with a good frame rate.
Finished frames are now kept until they are shown, and a headset frame waits for the newest image while it
still has time instead of skipping a display slot. In a test session every rendered frame reached the headset.
Known issues
Parallel Eye Rendering (both eyes rendered at once) is not in this release's launcher yet: it is getting close,
but it still has bugs to fix first.
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.