EternalVR v0.1.51 (alpha)
Guns now point their sights where your shots go, the Heavy Cannon's Precision Bolt keeps the gun and the HUD when
you zoom, the launcher's settings start from a Recommended preset with your own changes marked, and the game lets go
of your mouse when you Alt+Tab out.
Download
EternalVR-alpha-0.1.51-2c5a35e.zip(below)- SHA-256:
6a4ad955510dd735804fbbdb23843d587839273516a66da954c0401946459e15 - 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. I tried the lined-up sights on a Quest 3 before switching them on for everyone;
the rest of this build hasn't been played in a headset yet.
Playing on a lower-end PC? I'd love to hear how it runs:
tell me your card, settings and how it played.
What's new
- Lined-up sights, on by default. The Combat Shotgun, Heavy Cannon, Super Shotgun, Chaingun and Ballista now
line up with where the shots go. On my test rig (simulator, gun at rest) those five went from 0.3 to 3.5 degrees
off the shot line to about 0.2. The sights run parallel to the shot line, so up close they sit a bit above it.
The other guns follow. Shots always go along your controller's aim, and the Aim dot is exactly on that line. - The Precision Bolt keeps the gun when you zoom. Zooming in no longer makes the Heavy Cannon disappear or
covers your view with the flat scope picture: the gun stays in your hand and the HUD stays up. The view stays at
your headset's field of view, so there is no magnification. - Launcher profiles: every setting starts from Recommended, and a dot marks what you changed. Right-click a
marked setting to reset it, or use Reset to Recommended... on the Advanced tab. Profiles can be duplicated and
renamed, and a profile file only stores your changes. - Your mouse should be yours again when you Alt+Tab. When you Alt+Tab or hit the Windows key, the mod now gives
back the mouse the game had locked to its window, and takes it again when you come back. I haven't been able to
try this one against the real thing yet, so tell me if your mouse still gets stuck. - Punch glory kills. A melee you trigger by punching with your real hand now aims with your head under hand
aim, so a glory kill should no longer turn you toward wherever the gun was pointing. - Weapon wheel opens sooner with the stick pushed straight down (0.15 s instead of 0.30 s at the default Hold
time, with the standard controls). Pushed off to one side it keeps 0.30 s. A sweep that drifts sideways after
that first 0.15 s now counts as a hold, so check it doesn't swap guns on you. - Dossier: on the map and on Challenges, the grips and sticks no longer send a tab key past the end. That used
to leave the map's sticks changing tabs instead of panning until you reopened the Dossier. - Launcher: Report on GitHub and EternalVR on Discord buttons sit next to Export report, with a hint on how to
grab a screenshot first. The Advanced tab has a "Use the headset's graphics card" option for PCs with two GPUs. - Docs: the system requirements now name the graphics cards people are actually playing on, and CONTRIBUTING says
what a pull request needs before it goes in.
Known issues
- Sights are lined up on five guns so far (above); the rest can point a little off. Go by the Aim dot.
- The Precision Bolt's scope sits about 3 degrees off your aim, because the Heavy Cannon is lined up for its
iron sights. - With head aim there's no crosshair or aim mark while the Precision Bolt is zoomed in. Shots go to the middle
of your view. On the Game Pass version head aim may still show the scope's ring. - The gun doesn't sit exactly in your hand on every weapon. I want to improve it per weapon; that's on the list.
- Parallel Eye Rendering is still highly experimental and off by default. The full list is under "Parallel Eye
Rendering" in KNOWN-ISSUES.