github ArcadaLabs-Jason/EternalVR v0.1.84
EternalVR v0.1.84 (alpha)

pre-release2 hours ago

EternalVR v0.1.84 (alpha)

The map takes the sticks the first time you open it, steadier HUD markers when you turn your head, Aim steadiness for the menu pointer, and the launcher shows your frame rate with Parallel Eye Rendering.

Download

  • EternalVR-alpha-0.1.84-8258af3.zip (below)
  • SHA-256: 7ab7e29f610b50943ad138923e7709c25814d4d44915e4f1da2430cf3ffcac8c
  • VirusTotal: scan report (the zip 1 of 67, the mod's DLL 1 of 69 and the launcher 0 of 70 engines; the 1 is DeepInstinct, a machine-learning engine that has flagged the mod's DLL in earlier builds too). 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 also tried the map and marker fixes in my headset; the rest was 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.

Changed

  • Aim steadiness now steadies the menu pointer too. If your hand shakes a little when you hold it out, the
    pointer in the menus now gets the same smoothing as your gun, at the same strength (Play tab, Aim steadiness).
    Off leaves it exactly as tracked. Thanks for the request!
  • The log says more when something goes wrong. If the game crashes, the mod's log now ends with what the crash
    was and where, so an export after a crash tells me a lot more. And if Virtual Desktop starts holding frames back
    in a long session (see Known issues), the log says so.

Fixed

  • The map takes the sticks the first time you open it. If you opened the Dossier right after closing the pause
    menu or a popup, the mod took it for the same menu on another page, so the right stick switched the Dossier's tabs
    instead of moving the map until you closed it and opened it again. A menu or the Dossier you open after the last one
    closed is now always treated as a new one. Thanks for the report! Checked on my test PC with the same timing, and in my headset.
  • HUD markers stay put when you turn your head. Objective markers sat on their targets but jittered a
    little while turning. The HUD panel was pinned to where your head was when the frame reached the headset, while the
    markers are drawn for where your head was when the frame was rendered, so any head movement in between shifted them.
    The panel now goes to the headset with the frame's own head position and gets the same correction as the world.
    In my headset they now stay on their spot. Below 90 fps the HUD panel itself can move a little as you look
    around (see Known issues).
  • Parallel Eye Rendering shows your frame rate. With it on, the launcher showed no frame rate after a session
    and the log said 0 pairs a second. It now counts them (90 a second on my test PC).
  • KNOWN-ISSUES.md is up to date with what headset tests and your reports have shown since: Index and Steam Frame
    controllers, SteamVR, the new arms, the sights, the HUD text and more.

Known issues

  • Valve Index controllers: the hands can sit at a wrong angle by default (GitHub #16). I'm looking into it.
  • Roll wrist can switch your weapon mod when you didn't mean it, for example when your arm turns inward as you
    turn around in your play space. You can turn it off under Gestures on the Play tab. If it happens to you, send me
    an export right after: the log now notes how fast the roll was and how you were turning.
  • Long sessions on Virtual Desktop can slow down (90 fps falling to the low 70s over an hour or so). It looks like
    a Virtual Desktop / Quest decoding issue: Virtual Desktop's beta works around it, and stepping out of the game and
    back in (hold the home button, then return) brings the frame rate back.
  • 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.
  • 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.
  • Below 90 fps the HUD panel can jitter a little as you look around. Since this version the panel is shown
    where your head was when its frame was drawn, which is what keeps the markers on their targets; when the game runs
    under the headset's rate the panel can shift a bit between frames. I'm looking into giving the markers their own
    layer so the panel can stay put.
  • In the opening cinematic a few subtitles and popup texts can be hard to focus on, as if they sat at a
    different depth than the rest.
  • 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.
  • The Heavy Cannon with Micro Missiles: its sights are a bit off in my headset; every other gun lined up. The
    sights also 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.
  • 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.
  • 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.
  • 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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