EternalVR v0.1.52 (alpha)
The end-of-mission "HOLD TO CONTINUE" now names your controller's button instead of ENTER, the game settings line
in the log tells the truth about ray tracing, and both eyes now walk the game's screen-space reflection noise the
way the flat game does.
Download
EternalVR-alpha-0.1.52-9ebf9ff.zip(below)- SHA-256:
f16e23eec32e2cec9220e5c0f028d14c232967d4bf11bf12e08065dae20c87d8 - 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, the multiplayer guard and this build's new hooks switched
on), on my test PC with the OpenXR simulator.
None of the changes below have 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
- "HOLD TO CONTINUE" names your controller's button. The end-of-mission "ENTER HOLD TO CONTINUE" now reads
"Right Trigger HOLD TO CONTINUE" on Touch controllers (other controllers should name their own trigger;
untested). The trigger clicks where you point, so keep the pointer on the button while you hold it. The code
treats other hold buttons in hint bars the same way, but I've only seen that one on screen. On the Game Pass
version the log shows the hooks installing, but I haven't seen the prompt there. - The log's game settings line reads ray tracing right. It used to show ray tracing as on even after you turned
it off in the game's menu, because it read two settings the menu never changes. It now shows the menu's own
switch asr_useRayTracing(1 on, 0 off). The two old settings are still listed, marked "(support)" and "(not in
the menu)". - Screen-space reflection noise in both eyes. Each eye only walked 8 of the game's 16 reflection-noise steps,
and the two eyes always had different ones. Now each eye walks all 16, and both eyes use the same step on each
frame, like the flat game. In my rig measurements I found no difference in the picture, but screen-space
reflections add very little with ray tracing off, so that test was weak. Nobody has looked at it in a headset
yet. This is for the normal renderer with per-eye TAA; Parallel Eye Rendering is untouched. On the Game Pass
version the hook installs, nothing more tested. - Docs: CONTROLS explains when the weapon wheel opens after 0.15 s at the default Hold time and what that costs (a
sweep that drifts sideways can swap guns). KNOWN-ISSUES says the lined-up sights sit 13 to 21 cm above the shot
line, so up close your shots land a bit below them.
Known issues
- Sights are lined up on five guns so far; 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. - Some prompts still show keyboard keys, for example "[Q] PREVIOUS" on the loading screen.
- The gun doesn't sit exactly in your hand on every weapon; some guns sit a little off.
- Parallel Eye Rendering is still highly experimental and off by default. The full list is under "Parallel Eye
Rendering" in KNOWN-ISSUES.