EternalVR v0.1.73 (alpha)
The weapon wheel no longer gets sliced on wide headset images.
Download
EternalVR-alpha-0.1.73-39bc743.zip(below)- SHA-256:
00868c09b76327e042fc4fe001ec565efed5188c92ae9ec7935c8957af6628be - VirusTotal: scan report (1 of 71 on the mod's DLL: Microsoft's machine-learning model flags it as "Trojan:Win32/Wacatac.C!ml"; the zip 0 of 68, 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", or the mod's DLL
(layer\EternalVR.dll) as "Trojan:Win32/Wacatac.C!ml". That's a false positive:
the mod 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 weapon wheel no longer gets sliced on wide headset images. The game lays out its HUD in a 16:9 frame in
the middle of the image. The mod only handled images taller than 16:9 and took a wider image whole, so every cut
it made out of the HUD landed too far out. On a wide image, part of the wheel's left side was cut off the
centred wheel and showed through on its right instead (about 11% of the wheel at 2560x1080, more the wider the
image). The wrist and weapon HUD modes had the same problem: on a wide image, bits of health, armor and ammo stayed
in front of you. Menus and the HUD now use the 16:9 frame on wide images too, so the HUD also comes out at its set
width instead of squeezed into the middle. This only changes anything if your headset's per-eye image is wider
than 16:9 (some wide-FOV modes, or Render size off with an ultrawide window). Near-square images like the Quest 3's
are unchanged. If your wheel still looks sliced, please send an Export report from that session.
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), the capture button combo isn't there: on a gamepad every button belongs
to the game. - 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. - 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.