EternalVR v0.1.49 (alpha)
The Fortress of Doom stairs light fix now works on the Game Pass version too, a start-up problem when the headset isn't
found at launch is handled, and Parallel Eye Rendering keeps the two eyes paired after a size change.
Download
EternalVR-alpha-0.1.49-918e16b.zip(below)- SHA-256:
c1ac22eccdd8edeb0d52d379ea5d366b16d1840d7f1fe6b0ba6b35be2507f47b - 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, where the Game Pass log shows the stairs light fix switched on), on my test PC with the OpenXR simulator.
What's new
- Stairs light fix on Game Pass. Since 0.1.47 the fix for spots on the Fortress of Doom stairs going dark is on by
default on the Steam version; on Game Pass the game kept its own light culling. Now it's on there too. It is the same
fix: the Game Pass version has the same code at another address, and the mod checks it byte for byte before turning
it on. On my test PC the Game Pass version runs it (the log says "light-cull: on by default ... on Game Pass
1.0.56.0"). I haven't tried it in a headset on Game Pass. Adding a
Windows user environment variableETERNALVR_LIGHT_FRUSTUMwith the value0turns it off on both versions. - Headset not found at launch. If the headset isn't detected when the game starts, Render size Auto falls back and
the right size arrives a few seconds later. That late size used to make the game's next frame fail; now the window waits for
the game's own resize, and on my test PC that failure is gone (8 of 8 starts clean, against 1 failure per start
before). Once, on my test PC, the game froze right at start after that failure; I couldn't make that happen again, so
I can't promise it's gone. If the game stops drawing frames right after such a failed frame, the launcher now says so
and tells you what to do: close the game, launch it again, and send me an Export report. - Parallel Eye Rendering keeps the eyes paired after a size change. With Parallel Eye Rendering on, when the
headset's image size changed during a session (a resolution change, or a new size from the headset's runtime), the right
eye's copies stayed at the old size, so the two eyes were no longer shown as a pair until you restarted. Now both eyes
move to the new size within a few frames. On my test PC (OpenXR simulator) the eyes pair 100% again after a size
change. Parallel Eye Rendering is still highly experimental and off by default. - KNOWN-ISSUES now covers the HUD squares fix from 0.1.48 (with its way out) and the foveation change.
- Log text only: the experimental particle sync's log lines no longer print Steam's addresses as if they were the Game
Pass ones.
Known issues
- None of this was tried in a headset yet: the light fix on Game Pass and the Parallel Eye change ran on my test PC
with the OpenXR simulator, and the start-up change in test starts there too. - The start-up change only matters when the size arrives late (Render size Auto with the headset not found at launch).
If you see something new right at start, connect the headset and start its runtime before Launch VR: the game then
starts at its final size and this change never runs. Then please tell me. - 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.