EternalVR v0.1.67 (alpha)
At the water's surface the gloves stay on your hands, and the log now records what your controllers sent.
Download
EternalVR-alpha-0.1.67-f35f28d.zip(below)- SHA-256:
f7a907dd63643a9292b229b6d221239b3ccc2cca5dc1a2df37493d9cffb456e6 - 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
- At the water's surface the gloves stay on your hands. Floating at the surface, the game keeps your gun in
the slot but plays the swimming arms, and it flips between the two every few seconds. The mod used to place the
arms by the gun, so the glove sat about 28 to 35 cm off your hand and jumped every time the game flipped. Now
the arms stay the swimming hands while you swim. On my test PC the right glove sits about 6 cm from your hand
there (it was about 28), left-handed about 11 cm (it was more than a metre), and the jumps are gone apart from one
short one while the game lowers the gun. The gun only shows for a moment while the game raises or lowers it. - Left-handed, the mod no longer learns a gun's grip while you swim or in the first second after you leave
the water, so a swimming pose can't end up as how the Slayer holds that gun. - The log now has a line for your controllers every 10 seconds of play. It says how far each stick moved,
which buttons you pressed and how many of those presses reached the game, and how long a menu or the game held
your input back. If something doesn't respond, an export from that session now shows where the input stopped.
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. - With motion controllers off (gamepad), walking around your room doesn't move the Slayer. Room-scale walking
only works with motion controllers for now. I'm on it. - Puddles and some reflections can look different in each eye (for example at the start of The Ancient
Gods Part Two's second level). I'm on it. - Swimming left-handed, the glove sits about 11 cm from your hand.
- 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.