github ArcadaLabs-Jason/EternalVR v0.1.45
EternalVR v0.1.45 (alpha)

latest release: v0.1.46
pre-release5 hours ago

EternalVR v0.1.45 (alpha)

You can now give a Quest or Rift controller's thumb rest an action in the controls editor, bHaptics gets an
ammo pickup effect and the portal effect on the Fortress teleporters, and there's an experimental fix for
glass that smears between the eyes (off by default).

Download

  • EternalVR-alpha-0.1.45-905051e.zip (below)
  • SHA-256: f5a7aef6b83b7d60cf46b119383ecee35f470aee6ec90104e66060f4012f0479
  • VirusTotal: scan report (no detections), and Windows Defender
    finds nothing.

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

  • A thumb rest as a button (Quest and Rift controllers). Edit controls... on the Play tab now has rows
    for Left thumb rest and Right thumb rest, the flat spot next to the buttons. Give one an action like
    any other button: Tap is touch and lift, Hold is resting your thumb there for your Hold time (a
    quarter of a second by default), and Press stays on as long as your thumb is there. Start with Tap,
    because Press and Hold also go off when you rest your thumb there without thinking about it. A touch right
    after you used that hand's own buttons or stick (within 0.4 s) doesn't count, and a quick brush on the way to
    them isn't a tap. Nothing changes unless you give a rest an action. If you also use the Thumb-rest wheel,
    a rest you give an action is just a button from then on: the wheel uses the other rest if it can, and the
    editor tells you if it can't. This is the first step toward remapping everything.
  • bHaptics: ammo pickups play a short wave down the back of the vest (#12). Several pickups in a row play as one
    wave, and stronger effects take priority over it.
  • bHaptics: the Fortress's teleporters now play the portal effect, the way back from the Ripatorium
    included (#13). Before, the game's own sound for those teleporters made them look like a fall, so nothing
    played. A fast travel from the map should play the portal too, but I haven't been able to try one on my
    test PC yet.
  • Experimental fix for glass smearing between the eyes (off by default). Glass and other see-through
    surfaces could blend in a bit of the other eye's picture, so the view through a window smeared when you moved
    your head. With the fix each eye keeps its own. On my test PC the ghosting through Urdak's glass went from
    clearly measurable to almost none. I haven't tried it in a headset yet, so it stays off for now. To try it,
    add a Windows user environment variable ETERNALVR_STEREO_REFRACTION_TAA with the value 1 (Start menu,
    search "environment variables", then "Edit environment variables for your account"), then restart the
    launcher. It only works with the normal renderer, not Parallel Eye Rendering.

Known issues

  • Nothing in this release has been tried in a headset yet. I checked the thumb-rest button on my test PC
    with simulated controller input and the bHaptics effects with a stand-in for the bHaptics Player. The fast
    travel effect hasn't been tried at all. If nothing happens when you rest a thumb, your VR runtime may not
    report the thumb rest.
  • A controls file with a thumb rest in it makes an older version of the mod use the built-in controls.
  • Parallel Eye Rendering is still highly experimental and off by default. The full list is under "Parallel Eye
    Rendering" in KNOWN-ISSUES.

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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