EternalVR v0.1.77 (alpha)
Weapon sights now line up on every gun, the Precision Bolt's scope included, and the HUD's small text is bigger in VR.
Download
EternalVR-alpha-0.1.77-fa06355.zip(below)- SHA-256:
a6c5f62bb74cfa2938a91ec81a606478056af8334697c98560a628849cbcef8f - VirusTotal: scan report (the zip 1 of 68 and the mod's DLL 1 of 71, both DeepInstinct; the launcher 1 of 68, Microsoft's cloud model ("Wacatac.C!ml"); all machine-learning guesses). Windows Defender on my PC 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 or the mod's DLL (layer\EternalVR.dll) as
"Trojan:Win32/Wacatac.C!ml" (or the launcher as "Trojan:Win32/Bearfoos.A!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
- Sights line up on every gun now, in both of its mods. Until now five guns had their sights lined up, and the
Precision Bolt's scope sat about 3 degrees off your aim because the Heavy Cannon was lined up for its iron
sights. The mod now checks which mod is active on the gun in your hand and turns the gun so that mod's sights
point where the shots go, with your glove staying where your hand is. The Plasma Rifle and the Rocket Launcher
got small corrections too. On my test PC every gun's sight line now stays within about 0.2 degrees of where the
shots go, in both mods and left-handed too (the Bolt was 3.3 degrees off before, the Plasma Rifle and the Rocket
Launcher about 0.3). - Switching the Heavy Cannon between the Precision Bolt and the Micro Missiles turns the gun by about 3 degrees,
since the scope and the iron sights point that far apart. I haven't tried it in a headset yet, so tell me if that
turn bothers you. - The HUD's small text is bigger in VR. While you play in VR the mod sets the game's own HUD Scale to Large, so
the small text (the mission challenges, the Demonic Corruption bar's title, the equipment labels) comes out 2 to 3
pixels taller. Your own HUD Scale stays as it was for the flat game. If you pick a HUD Scale in the game's menu
during VR, your choice sticks for the rest of that session and is saved as your own setting. To make the whole HUD
bigger or smaller in VR, use HUD distance and size on the Advanced tab. - Health and ammo on the wrist or the gun now follow where the game draws them, at any HUD Scale, instead of
fixed spots made for the default size (on my test PC at Large, nothing of the HUD is left cut in half anymore).
When you start the game they show on the floating panel for a moment until the mod has found them. This costs
about 0.3 ms on one frame in 30 while those modes are on, and nothing with the default floating HUD.
Known issues
- The very first time the weapon wheel opens in a session it can sit at its usual place on the right for a
frame or two. - 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; the chainsaw and the melee are quick moves the game animates itself. - Foveated rendering on AMD and Intel cards 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. With
foveated rendering on, the bottom of the view gets the coarsest shading like the outer edges, so with DLSS floors
there can look blocky. - Two small HUD texts are still a little under the size I aim for, even at Large: the hint under the mission
challenges and the Demonic Corruption bar's title. If you hid health or ammo in the game's HUD settings, the wrist
and gun HUD modes keep the whole HUD on the floating panel. - 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. - The sights sit a bit above the shot line (about 9 to 20 cm), so up close they point a little above where the
shots land. Go by the Aim dot. - 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.