EternalVR v0.1.34 (alpha)
Explosions and fire look the same in both eyes now, room scale shouldn't freeze after a recenter anymore, and
reflections follow your own game settings.
Download
EternalVR-alpha-0.1.34-304e3eb.zip(below)- SHA-256:
478dbc5a4c5d42704ee5b6dbcfe638dbca03bf9e60ce664df3dcd8f0a456e0dd - VirusTotal: scan report. One scanner (DeepInstinct) flags the mod DLL. It has flagged older builds on and off
too, and Windows Defender finds nothing in it.
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
- Effects match in both eyes. The game draws particles (explosions, fire, sparks, blood, plasma) one frame after
it builds them, and in VR the frame before is the other eye's. So the left eye was always a frame behind the
right one, and in a fight or a lightning storm the two eyes showed different fireballs, and sometimes a flash
in one eye only. The right eye now uses the left eye's particles, so both show the same thing. The light those
effects give off matches too. - Room scale shouldn't freeze anymore. After a SteamVR recenter (or a reconnect) the floor height could come back
wrong, the mod then thought you were sitting, and walking stopped moving you for the rest of the session. A
floor height that makes no sense is ignored now, recentering from the headset no longer flips you between
sitting and standing, and if the mod thinks you're sitting but your head stays more than a metre from where
you sat for a couple of seconds, it switches you to standing (only with Play position on Detect). The
both-sticks recenter still checks sitting or standing again. Steam Frame folks, let me know if it still happens. - Reflections and ambient occlusion (Directional Occlusion in the game's menu) follow your game settings now.
0.1.33 could turn screen-space reflections on even with Reflections at Low, and undid a change you made in the
game's menu while in VR. New setting "Screen-space reflections" on the Picture group: "The game's setting"
(default) or "Off", which is a little lighter on the graphics card. - The end-of-session summary line about the runtime holding the game to 45 of 90 Hz now uses the whole
session's time, so short sessions no longer show an inflated number. - In-headset captures can save a few frames in a row (for bug reports where something only shows in motion).
Off unless you set it up, so nothing changes for normal play.
All of this is checked on the test PC only, not in a headset yet. If effects look wrong or flat up close, tell
me. ETERNALVR_STEREO_FX_SYNC=0 turns the effects change off.
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.