github ArcadaLabs-Jason/EternalVR v0.1.48
EternalVR v0.1.48 (alpha)

latest release: v0.1.49
pre-release6 hours ago

EternalVR v0.1.48 (alpha)

The square damage effects on the floating HUD when you get hit (worst in The Ancient Gods) should be gone, and
foveated rendering now shades a spot in the scene at the same rate in both eyes.

Download

  • EternalVR-alpha-0.1.48-318b35a.zip (below)
  • SHA-256: d66404d0904ad727771111e0be861407cf89f965a15742d6cb6c01f631803a8e
  • 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.

This build was launch-tested on the Steam version (in a level) and the Game Pass version (up to the main
menu), on my test PC with the OpenXR simulator.

What's new

  • No more squares on the HUD when you get hit (most likely). The mod takes the game's red damage and
    low-health tint off the floating HUD panel, because on a panel in front of you it turns into a red sheet
    hanging in front of the world. The old filter worked in 64x64 pixel blocks, so on hard hits it left blocky edges and orange boxes
    around the health and ammo panels. The new one blends smoothly between blocks and takes off only the tint's
    share of each pixel. On my test PC's captures (TAG hits and low health) the blocks and boxes are gone, and
    every frame without the tint comes out exactly the same as before. I haven't tried it in a headset yet, so
    tell me if you still see squares.
  • Foveated rendering: the same detail in both eyes. With Foveated rendering (experimental) on, each eye
    used to put its sharp middle at the same spot of its own image. On headsets whose eye images aren't
    symmetric (Quest 3 for one) that meant the left eye's sharp area reached about 28 degrees to the left and the
    right eye's only 18, so some detail off to the side was sharp in one eye and blurry in the other (the dam
    streaks at the start of Reclaimed Earth looked like flicker). Now the sharp area is measured as an angle from
    where your head points, so a spot in the scene gets the same sharpness in both eyes. On my test PC the dam
    detail now matches between the eyes about as well as with foveation off, and with Balanced it costs the same
    frame time. Foveated rendering is still off by default, NVIDIA RTX only, and off with Parallel Eye Rendering.
  • Testing tools for me: a new test switch, and a fix to another, to hold game settings during test runs.
    Nothing changes if you don't set them.

Known issues

  • Neither fix has been tried in a headset yet: the HUD change was checked on captures from my test PC, the
    foveation change with the OpenXR simulator.
  • If the HUD looks wrong (a red tint that stays, or something else that wasn't there before), add a Windows user
    environment variable ETERNALVR_UI_WASH with the value 0 (Start menu, search "environment variables", then
    "Edit environment variables for your account"), then restart the launcher. That turns the filter off, so the
    HUD shows exactly what the game draws, red tint included. Then tell me where it happened.
  • Foveated rendering's lower-detail edge moved a bit. On headsets whose eye images aren't symmetric (Quest 3
    for one), the sharp area now follows the angle from where your head points, so the blurrier band toward your
    nose and at the top is narrower than before and more of it sits on the outer side. Subtle is a little less
    sharp than it was (about 41% of the image at half rate instead of 46%, worked out for the Quest 3), so a little
    cheaper too. If you use foveation, tell me how it looks to you.
  • 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.
  • 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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