EternalVR v0.1.80 (alpha)
Left-handed: the Crucible sits in your hand from the first time you raise it.
Download
EternalVR-alpha-0.1.80-893ecd9.zip(below)- SHA-256:
e366d9a41fa5aa0c9e396189c4da8c5e6b4035bc1eacc4368661c7ddd30c5e54 - VirusTotal: scan report (the zip 0 of 67; the launcher 0 of 70; the mod's DLL 1 of 70, 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. The change below hasn't 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
- Left-handed, the Crucible no longer swings in from about 70 cm the first time you bring it out. It now sits in
your left hand from its first raise, like the other weapons after their first half second. On my test PC its
first raise moves it by 0.1 cm instead of about 70. I haven't tried this in a headset yet. - Behind the scenes, the arm code was reorganized for the next arm steps; nothing changes in how the arms behave.
Known issues
- Markers are drawn at the HUD's distance, so while you look at something far away its marker may look doubled.
- In some places textures or floor details can come and go as you turn your head (seen in a tunnel on Urdak and
outside the Fortress of Doom). I found the cause: a fix of mine from 0.1.69 for puddles that looked different in
each eye makes each eye's list of decals much longer than the game expects, and the game then drops some. A fix
is in testing. - 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. With Parallel Eye Rendering on,
the reflection fixes so far don't apply yet. - 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. 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 and the outer edges of the view get the coarsest shading, so with DLSS shiny
floors there can look blocky or streaky. A gentler setting for that is planned. - 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 (both read fine at the default distance in my headset test). 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.