EternalVR v0.1.87 (alpha)
A frame rate counter in the headset, a steadier HUD below 90 fps, a hand angle setting for Valve Index players, glory
kills that hold still (and play in 3D on the flat screen), a left hand that points where yours does, far markers that
no longer look doubled, two stronger Aim steadiness steps, a new frame pacing choice to try, and the newest DLSS from
NVIDIA. This one rolls up what was going to be 0.1.85 and 0.1.86.
Download
EternalVR-alpha-0.1.87-356bb13.zip(below)- SHA-256:
0c8a155b2e1cb7cb082c61f6d896a09dc73aa2c8bd5474a97d23b15e66c04b98 - VirusTotal: scan report (the zip 1 of 67, the mod's DLL 1 of 71 and the launcher 0 of 71 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, and testers have had it as test build b189 for over a week. I haven't tried this one in my own 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.
New
- Performance overlay: your real frame rate in the headset (Advanced tab, off by default). "Frame rate" shows
the game's own counter (frames per second and frame time) just above the HUD panel's top-right corner; "Detailed"
adds the average, the render resolution and whether HDR, ray tracing and DLSS are on. It counts the frames the game
actually draws, so it's the number to tune your settings by. Overlays like Virtual Desktop's or fpsVR seem to count
the frames sent to the headset instead, which can read 90 while the game draws fewer. On my test PC it costs no
measurable frame rate. - Weapon hand angle and Off hand angle (Play tab, Controls). Tilts the gun and glove on each controller, like a
controller offset in SteamVR, for hands that sit at a different angle than the mod expects. Valve Index
controllers: try -20 for the weapon hand and -40 for the off hand, with any SteamVR controller offsets set back
to 0, and tell me what works for you (GitHub #16). - Aim steadiness: Very high and Maximum. Two stronger steps for the gun and the menu pointer, for hands (or
controllers) that shake more. Each step takes away about half the shake the one below leaves, at the cost of a
little more lag on slow moves. - Frame pacing: New game frames only (experimental, off by default). Play tab, Frame pacing. The headset only
gets a new picture when the game has drawn one, instead of the last one again on every refresh. If your game runs
below your headset's refresh rate, especially at 120 Hz, it can run noticeably faster. The trade: the controllers,
rumble and the menu pointer then update at the game's frame rate too. fpsVR and similar overlays show the game's
real frame rate with it on. Thanks HansGruber45 for testing it at 90 and 120 Hz. - DLSS preset E (DLSS group, Preset). An older, faster model than K. A bit blurrier while you move, a few more
frames.
Changed
- Glory kills, Steady view: the view now holds still. It used to keep your heading but still ride along with the
Slayer's lunge. Now only your own head moves the view, and it blinks back to the game's eye when the kill ends.
Checked on my test PC. - Glory kills, Flat screen: now in 3D, like the cutscenes.
- DLSS 310.9.16. "Newest from NVIDIA" now offers NVIDIA's latest DLL. If you downloaded 310.9.1 before, it keeps
working until you click Download again; the "In the headset" line says which one runs. - The log says more about performance and freezes. GPU and CPU timing are in every log now (Advanced tab,
Performance in the log, on by default), and if the game freezes the log notes where it got stuck, so an Export
report right after a freeze tells me a lot more. - The known issues list only lists issues now. How settings like render resolution, DLSS, foveated rendering and
the CPU Saver behave moved to a "What some settings do" section in TROUBLESHOOTING.md.
Fixed
- The HUD stays put below 90 fps. Since 0.1.84 the HUD panel could jitter a little while you looked around when
the game ran under the headset's rate. The objective markers now get their own layer (so they still sit on their
targets) and the panel is head-locked again. Checked on my test PC. - Far objective markers no longer look doubled. Each eye now sees a marker at its target's distance rather than
the HUD's. Checked on my test PC. - The left hand points where yours does. Held out flat, the in-game left hand pointed about 30 degrees toward the
thumb. Checked on my test PC. - Shots should no longer start behind a wall. If you pushed the gun through a thin wall, the shot came out on the
other side. It now starts on your side of the wall (and a demon between you and your gun gets hit). I couldn't
recreate the wall case on my test PC, so if you still see it, tell me. - Cutscene subtitles are easier to focus on. Subtitles and popup text sat at the screen's depth while close shots
popped out in front of it. They now sit a little in front of the screen. Checked on my test PC. - Head aim: an aim dot while the Precision Bolt is zoomed in. There was no aim mark at all; the dot now sits in
the middle of your view, where the shot goes. Not tried in a headset yet. - The Dossier map's sticks when the Dossier opens on Challenges. If the game opened the Dossier on another page,
the sticks could do the wrong thing on the map until you reopened it. Thanks yodaui for the detailed report.
Checked on my test PC.
Known issues
- Roll wrist can switch your weapon mod when you didn't mean it. You can turn it off under Gestures on the Play
tab. If it happens to you, send me an export right after. - Long sessions on Virtual Desktop can slow down (90 fps falling to the low 70s over an hour or so). Virtual
Desktop's beta works around it, and stepping out of the game and back in brings the frame rate back. - Piloting the Revenant, the Slayer's left arm can stay in view. If you see it, a capture (left Menu + trigger)
and an export would help a lot. - OFXR Bridge runs in its fallback mode with EternalVR (it gets no DLSS motion vectors from the game). That's
expected for now; I plan to either build frame generation into the mod or hand OFXR the vectors.
The full list is in KNOWN-ISSUES.md.