EternalVR v0.1.81 (alpha)
Floor details no longer come and go as you turn your head (the grate in an Urdak tunnel, for one).
Download
EternalVR-alpha-0.1.81-ee9bcca.zip(below)- SHA-256:
f462d8ca83a65bd6ae552294223d299f2be2ae0366597d38394b20db837d888b - VirusTotal: scan report (the zip 1 of 68 and the mod's DLL 1 of 71, both DeepInstinct, a machine-learning scanner; the launcher 0 of 71). 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
- Floor details and textures no longer come and go as you turn your head. In a tunnel on Urdak the floor's
grate turned into a smooth panel at some view directions, and outside the Fortress of Doom details could pop in
and out. The cause was a fix of mine from 0.1.69 for puddles that looked different in each eye: it gave each eye
far more decals (the game's floor details, wet patches and the like) than the game can draw, so the game dropped
some, depending on where you looked. Now each eye gets the game's own list first, plus only the nearest extra
decals that still fit. On my test PC the Urdak grate shows at every view direction I tried, and the puddles look
the same as in 0.1.80. It ran about 2% faster in my A/B runs, which is within the noise. I checked the Urdak
tunnel, not the Fortress yet, and haven't tried it in a headset yet. With Parallel Eye Rendering on, this fix
doesn't apply 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. 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.