github ArcadaLabs-Jason/EternalVR v0.1.78
EternalVR v0.1.78 (alpha)

latest release: v0.1.79
pre-release6 hours ago

EternalVR v0.1.78 (alpha)

The weapon wheel and the wrist and gun HUDs cost much less frame time now, and with cutscenes around you the skip prompt shows again with those HUDs.

Download

  • EternalVR-alpha-0.1.78-1587539.zip (below)
  • SHA-256: 71a133906a0d1b745aaf1a881539d58f72f39c002d542e83079054fec89f43de
  • VirusTotal: scan report (the zip 0 of 68; the mod's DLL 1 of 71 and the launcher 1 of 69, both Microsoft's cloud model ("Wacatac.C!ml"), a machine-learning guess). 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

  • The weapon wheel and the wrist and gun HUDs cost much less frame time. To know where the game drew the
    wheel and the HUD's corner blocks, the mod reads a few rows of the HUD image now and then. That reading used to
    run on the game's present path; it now runs on its own thread. On my test PC, with the wheel open the mod's
    time on that path went from about 0.1 ms to 0.01 ms per frame on average, and its slowest frame from 1.1 ms to
    0.14 ms. With the wrist or gun HUD on, its slowest frame went from 0.5 to 0.7 ms to under 0.2 ms. Where the wheel
    and the HUD pieces show is unchanged.
  • The skip prompt shows again in cutscenes with the wrist or gun HUD. With cutscenes shown around you (Advanced
    tab) and the HUD on your wrist or your gun, the game's "Hold to skip" prompt didn't show anywhere: it's drawn
    where the ammo block goes, and that corner was moved to your hand, which is hidden during cutscenes. Now the
    whole HUD stays on the floating panel during a cutscene, and the wrist or gun HUD fades back in after it.
    Cutscenes on the flat screen (the default) were never affected.

Known issues

  • With the weapon wheel open, a thin strip of it can show on the wrist or gun ammo panel, where the wheel's
    bottom edge reaches into the ammo block's corner.
  • 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.

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