EternalVR v0.1.46 (alpha)
You can now give any touch sensor on your controllers an action in the controls editor, Parallel Eye Rendering
gets its lens flares back and no longer doubles the yellow outline on empowered demons, and the bHaptics rune
crackle runs a second longer.
Download
EternalVR-alpha-0.1.46-e51de43.zip(below)- SHA-256:
46b536ba662a1636a08cf4970d021649ffd2fec7e4a530438c18a96fc32b70a1 - VirusTotal: scan report (1 of 67: DeepInstinct, a machine-learning engine, with no
named threat; it has flagged the mod's DLL before), 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
- Touches as buttons. Edit controls... on the Play tab now has rows for the touch sensors your
controllers have: A, B, X and Y touched, the sticks, the trackpads and the triggers (just resting a finger
on them, not pressing). Give one an action like any other button with Tap, Hold or Press. Using
that thumb's buttons or stick ends a touch, so pressing A to jump doesn't count as a tap of A (or of B, if
your thumb lies across both), and touching X right after you let go of the stick still works. A Press is
on even while your thumb just brushes past. On Index and Pico 4 with Face buttons as thumb rest on, giving
A or B touched an action takes that hand's rest away from the wheel (the editor tells you). On Vive wands
the trackpad's touch only works near the centre. Nothing changes unless you give a touch an action. This is
the second step toward remapping everything, after last release's thumb rest. - Thumb rest as a button, small change: back from the headset's dashboard, a thumb that's already resting
now does nothing until you lift it and rest it again, same as after a menu. Before, a rest set to Hold
could fire on its own a moment after you came back. - Parallel Eye Rendering: no more doubled outline on empowered demons. The right eye was drawing the yellow
outline where the demon was in the left eye's picture, so you saw it twice. Now each eye draws it around its
own view of the demon. Thanks, HansGruber45, for the report. On my test PC about 90% of the outline sat at
the same spot in both eyes, and now it's a few percent, the same as with the normal renderer. - Parallel Eye Rendering: lens flares are back. Until now they were switched off while it ran. Now each
eye draws them from its own view, like the normal renderer does. - bHaptics: the rune crackle lasts 5 seconds instead of 4 (#25).
- A few doc fixes.
Known issues
- Nothing in this release has been tried in a headset yet. On my test PC I checked the touches with simulated
controller input, and the outline and lens flares with the OpenXR simulator and TAA (not DLSS yet). If
nothing happens when you touch something, your VR runtime may not report that touch. - Lens flares with Parallel Eye Rendering are new. If the game freezes or the headset goes black with it on,
tell me. To turn them off again, add a Windows user environment variableETERNALVR_PE_FLARESwith the
value0(Start menu, search "environment variables", then "Edit environment variables for your
account"), then restart the launcher. - A press or hold on a touch can fire when you just rest a finger there, so start with Tap.
- A controls file with a touch or 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.