github ArcadaLabs-Jason/EternalVR v0.1.62
EternalVR v0.1.62 (alpha)

pre-release2 hours ago

EternalVR v0.1.62 (alpha)

The gun sits in your hand, and glass looks the same in both eyes.

Download

  • EternalVR-alpha-0.1.62-4893b4a.zip (below)
  • SHA-256: 0472a9161fe4974af85962b6b6df2bcae890647abd22c2a413831924c630e9d1
  • VirusTotal: scan report (1 of 68: DeepInstinct, a machine-learning engine, flags the mod's DLL, as it has in earlier builds; the DLL 1 of 69, the launcher 0 of 71). 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.

Windows Defender may on some PCs quarantine the launcher as "Trojan:Win32/Bearfoos.A!ml". That's a false positive:
the launcher isn't code-signed yet and every release is a new file Windows hasn't seen, so Defender's cloud model
sometimes guesses (the "!ml"). To get it back: Windows Security > Virus & threat protection > Protection history,
open the entry, Actions > Restore.

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. 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

  • The gun sits in your hand, per weapon. Every gun used one placement, so the glove ended up somewhere near your
    hand but not on it: a few inches off on the shotguns and the Heavy Cannon, much more on the Plasma Rifle, the BFG,
    the Chaingun and the Ballista. Each gun now has its own placement, so the glove's wrist sits where your real
    hand holds the controller, and the gun still points where you aim, so the sights still line up. On my test PC
    that puts the glove within half a centimetre of the controller on every gun (it was 7 to 38 cm off).
  • Seated play uses the same placement. Seated used to pull every gun about 5 cm back toward you, which moved it
    off your hand again. That's gone: the gun is where your hand is, seated or standing.
  • Glass looks the same in both eyes. Looking through glass (the big curved window at Urdak, glass floors over
    energy), the scene behind it was darker in the right eye, or blotchy with a faint copy of the other eye's picture.
    The right eye's images for the glass effect stayed at the size the game started with when the game changed its
    render size. They now follow it, and each eye keeps its own history for the glass, so both eyes match the flat game
    (measured on my test PC at the Urdak window and on a glass floor). The old mixed mode is gone.

Known issues

  • The Chaingun and the Ballista have no right glove on them yet. The game's own animation holds those two with
    the left hand, so the gun's grip is in your hand but no glove holds it. That's next.
  • The placement was measured on my test PC, not yet in a headset. If a gun still sits off your hand, please tell
    me which one and roughly how far.
  • Foveated rendering on AMD and Intel cards (new in 0.1.56) hasn't been confirmed on those cards yet. If it
    looks wrong or crashes, turn it off and tell me.
  • The HUD's smallest text is hard to read: the mission challenge names and the Demonic Corruption bar's
    title. A larger HUD size on the Play tab makes them bigger.
  • With motion controllers off (gamepad), the weapon wheel still sits off to the right, where the game draws it.
  • A few screens still show keyboard keys: tips whose text names a key ("pressing [M]"), the custom weapon
    wheel's reset to default (R), and on Vive wands the Arsenal's customize weapon and equip mod (F, X), which have
    no button there.
  • 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.
  • Parallel Eye Rendering is still highly experimental and off by default. The full list is under "Parallel Eye
    Rendering" in KNOWN-ISSUES.

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