EternalVR v0.1.47 (alpha)
The Fortress of Doom stairs light fix is now on by default (Steam version), a controls file from a newer
version of the mod no longer throws away all your controls, Aim dot size moved to the Play tab, and a crash on
window resize that I hit with the OpenXR simulator is fixed.
Download
EternalVR-alpha-0.1.47-e0479e7.zip(below)- SHA-256:
6c19e8a80aea91275d733456874a673cb73c26111e70fbfa9b5fe92f9d81bc56 - VirusTotal: scan report (1 of 68: 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
- The light fix is on by default. Some spots, like the steps up to the command dais in the Fortress of
Doom, went dark one step down and bright one step up, because the game's own light culling dropped a light
that still lit what you were looking at. The fix (off by default until now) is now on for the Steam version of
the game. I tried it in the headset and the stairs stay lit. On my test PC I couldn't measure any frame rate
cost with the normal renderer; with Parallel Eye Rendering one test run came out about 2% slower, which may
just be run-to-run noise. On other versions of the game (Game Pass) the game keeps its own light culling, and the log says why. - A crash on game window resize is fixed. When each eye renders at the window's size (the launcher says
your graphics driver cannot render above the window size; some AMD cards and old drivers, see
TROUBLESHOOTING), resizing the game window makes the mod rebuild the images it sends to the headset. With the
OpenXR simulator I test with, that crashed a moment later, because the simulator handed back an image that
was still in use. Now the new images are made before the old ones go away, and the mod never throws away one
the VR runtime still uses. I haven't seen this with a real headset's runtime, so you probably never hit it. - Controls files from a newer version. If a later version of the mod adds a new kind of button binding
and you go back to this one, only that line is skipped now, and the rest of your controls are kept. The
log names each skipped line, and Edit controls... shows them greyed out as "Not used by this version of
the mod" and keeps them in your file. A misspelt button name in a hand-edited file is skipped the same way,
so if one binding does nothing, look for its line in the log. If your controls act up, Reset to
defaults and Save in Edit controls... bring back the built-in ones. This is the third step toward
remapping everything. - Aim dot size is on the Play tab now, right under Aim dot (it was on the Advanced tab).
- Doc fixes, and the known issues now say how to turn Parallel Eye Rendering's lens flares off.
Known issues
- Only the stairs fix has been tried in a headset. The window resize fix was checked with the OpenXR
simulator, and the controls change with scripted runs on my test PC. - If something goes wrong with the light fix (a light that shouldn't be there, a frame rate drop, or a freeze
or crash that wasn't there before), add a Windows user environment variableETERNALVR_LIGHT_FRUSTUMwith the
value0(Start menu, search "environment variables", then "Edit environment variables for your account"),
then restart the launcher. That turns it off. Then tell me where it happened. - If the headset picture stops after you resize the game window (I've only seen that with the simulator),
restart the game and tell me. - Square damage effects on the HUD panel when you get hit (most visible in The Ancient Gods). It's most
likely the mod's own filter that takes the red damage tint off the floating HUD: on hard hits it leaves blocky
edges and boxes (the base game can show them too at low health). A fix is in testing for the next release. - With foveated rendering on, some fine detail far off to one side can show in one eye only (for example
the streaks on the dam at the start of Reclaimed Earth), which can look like flicker. The fix is in testing.
Setting Foveated rendering (experimental) to Off on the Play tab avoids it (Off is the default). - A gun's sights are not lined up yet. Shots and the Aim dot follow your controller's aim; the sights
can point a little off it. Aim with the dot for now. - Versions before 0.1.47 still use the built-in controls for a file with lines they don't know, and so does
this one for an action it doesn't know on a button it does know. - 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.