EternalVR v0.1.83 (alpha)
The Slayer's other arm follows your off hand, a Hands only choice for Show arms, Roll wrist to switch weapon mods, rumble in the hand that earns it, and 3D cutscenes.
Download
EternalVR-alpha-0.1.83-32e86ba.zip(below)- SHA-256:
4bb2eb7825015db089ad35ee2837b5ec7fe1ed3b305df5adbfbefdeeea23ef00 - VirusTotal: scan report (the zip 0 of 67, the mod's DLL 0 of 69 and the launcher 0 of 70 engines). 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. I played the new arms, Roll wrist, rumble by hand and 3D cutscenes in my headset in a
testing build; the weapon-switch change and the Hands only glove fix below were only checked on my test PC.
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 Slayer's other arm is yours now. His left arm reaches for your off-hand controller instead of the game holding
it on the gun, his fingers follow your grip, trigger and thumb (open when you let go, closed round a handle when you
squeeze, the index finger on the trigger, the thumb down while it touches a button or the stick), and both arms bend
by a new solve, so rolling your hand all the way round no longer twists the sleeve. There's no option for the old
arms. I played it in the headset and it felt great. It works with the weapon hand aiming (Aim with: Weapon hand); with
head aim or a gamepad the arms are the game's, as before. - Switching weapons or weapon mods leaves your off hand alone: it stays on your controller instead of the game
pulling it onto the gun for a moment. When the Slayer's left arm is the action (a melee, a glory kill, the chainsaw, a
ledge grab, loading the Super Shotgun) the game still takes it for that moment, but it eases there and back instead
of jumping. - Show arms has a third choice, Hands only (Play tab): just the Slayer's gloves, each on your hand, with the arms
behind them folded away. (In my first headset try the off-hand glove looked turned about 90 degrees; it now turns the
way it does with the arms shown. Checked on my test PC, not yet in the headset.) - Roll wrist (Gestures on the Play tab, on by default): turn your gun hand over and back quickly to switch the
weapon mod, like the button. Aiming fast doesn't count. You can turn it off there if you'd rather keep the mod on its
button. - Rumble by hand: the game's vibration now goes to the hand that earns it: your gun hand when you shoot, the hand
that punched when you punch, your off hand when the shoulder launcher or the Flame Belch fires. Damage and explosions
still shake both. - Stereoscopic cutscenes are on by default (Advanced tab): cutscenes on the flat screen in front of you now play in
3D, like a 3D movie. They cost about twice the graphics card's time while a cutscene plays: in my headset on my test PC
(RTX 3080 Ti, 90 Hz) they held 88.8 fps on average, 83 at the worst moment. On a slower card you can turn them off
there. - Removed: the throw gesture (Throw grenades, Play tab). DOOM's grenades come from the shoulder launcher, so throwing
with your arm didn't fit. The equipment button works as always.
Known issues
- Stereoscopic cutscenes cost about twice the graphics card's time while a cutscene plays; on a slower card turn
them off on the Advanced tab. - Roll wrist: turning fast while aiming almost straight up can look like a roll and switch your mod; tell me if it
does it when you didn't mean it. - Rumble by hand guesses which hand a vibration is for from what you just pressed; a late hit or two things at once
can go to the wrong hand. - 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,
ray traced reflections can still differ between the eyes. - 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. - 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.
- Each gun's place in your hand was measured on my test PC. 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. - 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. - 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.