github ArcadaLabs-Jason/EternalVR v0.1.66
EternalVR v0.1.66 (alpha)

pre-release3 hours ago

EternalVR v0.1.66 (alpha)

Left-handed play gets a left-handed Slayer, the swimming hands sit at your hand, and the launcher tells you why the game wouldn't start.

Download

  • EternalVR-alpha-0.1.66-f8e4bc1.zip (below)
  • SHA-256: ca971e4e3d46b9173cec807c309a2f75a0eaacb7307968a3b614c97384c24f9d
  • VirusTotal: scan report (0 of 68; the mod's DLL 0 of 71 and 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

  • Left-handed play: the Slayer's left glove holds the gun. With the weapon hand set to left, the game used to
    keep its right arm on the gun, stretched across to your left hand, while its left arm floated on its own. Now
    his left glove holds the gun in your left hand and his right arm is your off hand: it holds the gun's front the
    way the left hand does for right-handers, or follows your right controller with the free off hand. The gun
    isn't mirrored, so its markings read the right way round. On my test PC the left glove sits within half a
    centimetre of your hand on every gun, the Unmaykr and the Crucible included, and stays there while firing
    (checked on the Combat Shotgun and the Ballista), and the sights line up as they do right-handed. The mod
    reads how the Slayer holds each weapon once it's held still and remembers it, also across levels, so after a
    level loads each weapon is in your hand from its first frame. Right-handed play is unchanged.
  • Left-handed on the Chaingun, your right hand follows your right controller. The Chaingun's front handle is
    only on its left side, so mirrored there's nothing for the right hand to hold.
  • Under water the swimming hands sit at your hand. Before, they were about 25 cm ahead of it; on my test PC
    they're now about 5 cm off, and the swim stroke still moves them around by up to about 10 cm.
  • When the game won't start, the launcher shows the game's own error. If the game stops before EternalVR
    loads and it wrote an error of its own (for example "Please update your driver: ... is required"), the launcher
    now shows that line instead of a general "start it once from Steam" hint.

Known issues

  • Left-handed, a few things are still rough or untried. The first time you bring out each weapon after
    starting the game the arms stay the game's for about half a second, then the gun shifts 1 to 2.5 cm into your
    hand (the Crucible swings in from much further, about 70 cm). Glory kills and the Sentinel Hammer haven't been
    tried left-handed yet. Turning off Show arms (Play tab) hides both arms.
  • Floating at the water's surface the game holds the gun in a pose of its own, and the gun and glove can sit
    30 to 70 cm away from your hand (left-handed, much further) until you're back on land or under water.
  • On a Ballista shot the shoulder end of the arm can jump for one frame (up to about 17 cm), because the whole
    arm rides the gun for that frame.
  • The placement was measured on my test PC, not yet in a headset. If a gun or the glove still sits off your
    hand, please tell me which one and roughly how far. The Sentinel Hammer and the Berserk fists haven't been
    measured yet (I couldn't get either into the Slayer's hands on the test PC); the chainsaw and the melee are
    quick moves the game animates itself.
  • Foveated rendering on AMD and Intel cards (new in 0.1.56) is barely tested. One player reports it working
    well on an RX 6750 XT; Intel cards haven't been confirmed 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.

Don't miss a new EternalVR release

NewReleases is sending notifications on new releases.