github ArcadaLabs-Jason/EternalVR v0.1.50
EternalVR v0.1.50 (alpha)

pre-release3 hours ago

EternalVR v0.1.50 (alpha)

The invisible square in the middle of your view is gone, the launcher now tells you which step a stuck VR start is
on, and the mod stops switching off DOOM's screen shake in your normal game.

Download

  • EternalVR-alpha-0.1.50-2ac77a1.zip (below)
  • SHA-256: 4c2639dc7d49c3ec3e2617c29291eccfd6811510c0cfda338f61d3476cecfb9e
  • 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 light fix, the profile hooks and the multiplayer guard switched on), on my test PC
with the OpenXR simulator, and I played a test build with the same game-side code on a Quest 3: no square in
the middle, no screen shake in VR.

What's new

  • No more square in the middle of the HUD. With hand aim (the default) the game's crosshair still points
    where your head looks, so the mod has to hide it. Until now it did that by cutting a square out of the
    middle of the HUD, and that square also cut whatever else the game draws there: objective markers straight
    ahead, the chainsaw's text. Now the mod switches the game's own
    crosshair style to "none" while you aim with your hand, so everything else in the middle stays whole. Head aim keeps the game's crosshair
    as before. For the first few frames, until the mod has checked that the game took the setting, the old
    square is still used. If the game's crosshair ever shows up with hand aim, please tell me (Export report
    helps a lot).
  • Screen shake back in your flat game (Steam and Game Pass). Playing in stereo turned DOOM's Screen Shake
    setting off in your profile, and it stayed off when you played without the mod. The mod still turns shake
    off while you're in VR (in stereo), but now puts your own setting back whenever the game saves your profile (the
    launcher's Sharpening level no longer ends up in your profile either). If a VR session already switched it
    off for you, it's switched back on once, the first time you start the game in stereo VR with this version. If
    you had turned screen shake off yourself in DOOM's settings, you'll need to turn it off again.
  • The launcher says where a VR start is stuck. From Launch VR to the first picture in the headset, the
    launcher now watches each step: the game's first frame, the headset runtime opening VR, the first picture
    reaching the headset. If one stalls, the status line says which one in amber and what to try, for
    example a headset that's asleep or sitting on its home screen doesn't hand VR to the game; the message goes
    away by itself once the start moves on. The full list is in TROUBLESHOOTING under "While the game starts".
  • Edit controls window fixed. The list in Edit controls... squashed into a thin strip when the note above it
    was hidden (since 0.1.45). It fills the window again.
  • Docs: KNOWN-ISSUES and TROUBLESHOOTING no longer ask you to set Windows environment variables. Where a
    switch is worth trying, a launcher option for it is coming.
  • Docs: DOOM's online campaign features (the ones that need you signed in to Bethesda.net) were checked with the
    mod on, on Steam and Game Pass, and behave the same as without it, as far as the PC can tell.

Known issues

  • 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. Lined-up sights are in testing and not switched on yet.
  • The gun doesn't sit exactly in your hand. Depending on the weapon, the in-game hand can be a few inches
    off from your real one. Fixing it per weapon is next.
  • The Heavy Cannon's Precision Bolt scope shows no scope picture with hand aim, and the gun can disappear
    while you zoom. The Aim dot still shows where shots go.
  • 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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