github ArcadaLabs-Jason/EternalVR v0.1.68
EternalVR v0.1.68 (alpha)

pre-release7 hours ago

EternalVR v0.1.68 (alpha)

Walking around your room now moves the Slayer with a gamepad too.

Download

  • EternalVR-alpha-0.1.68-b7a6ffe.zip (below)
  • SHA-256: dbc8aef397df33bca536cc36475f9d28462bfc89d9fbac3c8dca7c39d7497c6d
  • 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

  • With motion controllers off (gamepad), walking around your room moves the Slayer. Room-scale walking only
    worked with motion controllers before: with a gamepad you'd walk across your room and the Slayer stayed put. On
    my test PC walking now takes him as far as it does with motion controllers. Your gamepad works exactly as before:
    the mod only adds the walking, and only while your stick isn't moving him.

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), a few extras still need motion controllers: the recenter hold on
    both sticks (your headset's own recenter works), bHaptics, and the comfort vignette when you move with the stick.
    During glory kills, walking in the room isn't held back the way it is with motion controllers.
  • 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.

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