github ArcadaLabs-Jason/EternalVR v0.1.79
EternalVR v0.1.79 (alpha)

pre-release3 hours ago

EternalVR v0.1.79 (alpha)

Objective and map markers on the HUD now point at the place they mark.

Download

  • EternalVR-alpha-0.1.79-0ec0bda.zip (below)
  • SHA-256: 00f0ded1beebb87b5aef77dce3d8ca217f4fee4f04585a63da02ab1fa8ffa29a
  • VirusTotal: scan report (the zip 0 of 68; the mod's DLL 1 of 71 and the launcher 1 of 71, 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

  • Objective and map markers on the HUD point at the place they mark. Until now they could sit well off it, by
    about 6 to 21 degrees on my test PC, more toward the edges of the HUD: the game placed them for its own view of
    one eye rather than for the HUD panel in front of you. The mod now has the game place them for the panel. On my
    test PC a marker's icon now sits within about 0.2 degrees of its target. A marker for something above or below
    the HUD panel waits at the panel's top or bottom edge instead of being drawn out of view. The markers are still
    drawn on the HUD panel, so while you look at something far away its marker may look doubled. I haven't tried
    this in a headset yet.

Known issues

  • Markers are drawn at the HUD's distance, so while you look at something far away its marker may look doubled.
  • 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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