github ArcadaLabs-Jason/EternalVR v0.1.74
EternalVR v0.1.74 (alpha)

latest release: v0.1.75
pre-release5 hours ago

EternalVR v0.1.74 (alpha)

Reflections in puddles and glossy floors now match between your eyes (with ray tracing off).

Download

  • EternalVR-alpha-0.1.74-22688c0.zip (below)
  • SHA-256: 8fd88ae453b031f44ed2036332121384b277c818b74bd3c933fc3bedcf3f97b7
  • 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 70). 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

  • Screen-space reflections now match between your eyes. With ray tracing off, reflections in puddles and
    glossy floors pointed the wrong way in each eye: some puddles didn't reflect at all except from certain spots,
    and then the two eyes showed different things (the round platform at the start of Urdak, for one). Each eye now
    traces its reflections along its own view, and both eyes fade them out toward the sides at the same angles. On my
    test PC the two eyes' reflections now agree much better across the view (at three spots in Urdak, from 0.94,
    0.31 and 0.92 to 0.99, 0.79 and 0.98 on a 0 to 1 match scale), with no measurable cost in frame time. At the far
    left and right edges (past about 40 degrees, where only one eye sees) these reflections fade out sooner than in
    the flat game. With ray tracing on, some spots can still differ between the eyes.

Known issues

  • With ray tracing on, some reflections can still differ between the eyes, and screen-space reflections fade
    out sooner than in the flat game at the far left and right edges of each eye.
  • 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.

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