github ArcadaLabs-Jason/EternalVR v0.1.47
EternalVR v0.1.47 (alpha)

pre-release3 hours ago

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The Fortress of Doom stairs light fix is now on by default (Steam version), a controls file from a newer
version of the mod no longer throws away all your controls, Aim dot size moved to the Play tab, and a crash on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 variable ETERNALVR_LIGHT_FRUSTUM with the
    value 0 (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.

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