EternalVR v0.1.89 (alpha)
The left glove no longer jerks when you move the gun, Valve Index controllers get a fit of their own and fingers
that close round the grip, smoother frame pacing when your PC can't keep up with the headset, a warning when the
game runs out of video memory, a game that slows right down while nobody's wearing the headset, weapons on the
turn stick's directions, health and ammo in front of you and on the wrist at the same time, and two-handed aim
to try.
Download
EternalVR-alpha-0.1.89-97b7b00.zip(below)- SHA-256:
62899ab3dff64c735d07cb54c7e275e1e1d66123c14fe61f165dd242797e2192 - VirusTotal: scan report (the zip 0 of 68, the mod's DLL 0 of 71 and the launcher 0 of 71 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, and testers have had it as test build b199. Not tried in my own headset yet; the
items marked so were 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.
New
- Valve Index controllers get their own fit (GitHub #16). The gun and glove now sit on Index controllers by
themselves, from thet0x1n's setup: the weapon hand tipped down 20 degrees, the off hand 40, both moved about
8 cm (on SteamVR). If your Weapon hand angle and Off hand angle were -20 and -40, what 0.1.87 suggested, the
launcher sets them back to 0 once and tells you. Set the SteamVR controller offsets for the game back to 0
too (SteamVR's controller binding for DOOM Eternal, Controller Offsets), or the correction counts twice. It's
one player's numbers so far: if the gun or glove sits off your hand with Index controllers, tell me roughly how
far and which way. - On Index controllers your off hand's fingers close as you wrap them round the grip, without firing the Flame
Belch (before, only the hard squeeze that also belches closed them). The Flame Belch and the weapon mod still
take the firm squeeze. If you made your own SteamVR controller binding for the game, it may not have the new
"Grip (fingers around it)" input: bind it to the grip's squeeze value (not its force), or go back to the default
binding. Checked with tests, not with Index controllers in a headset yet. - Weapons on the turn stick's directions. In the controls editor (Sticks) you can now put anything on the
turn stick's down, left, right and diagonals, for example all eight weapon slots where the weapon wheel shows
them. Stick turning stays on the straight left and right you leave free. See "Weapons on the turn stick" in
CONTROLS.md. Tip: any button can also carry a single weapon slot, or Last weapon, in the same editor. - Health and ammo in front of you and on your wrist (or gun) at once. The HUD's places are switches now (Advanced
tab): HUD in front of you, HUD on your wrist, Ammo on your weapon. Turn on the wrist and the readouts stay in
front too; untick "HUD in front of you" to have them only on the wrist or gun. Your old choice carries over. The
wrist row says how to look: forearm across your chest, palm up, like a watch worn on the inside of the wrist. - A warning when the game runs out of video memory. If the game spent a good part of the session over your
card's video memory budget, the launcher's status line after the session now leads with it, says how far over
it went, and names what to change in the game's video settings (Texture Pool Size one step lower, Shadow
Quality to High), then Resolution if it shows again. Running over can make the game stutter or crash (GitHub
#35, an 8 GB card). - Two-handed aim, to try (Advanced tab, off by default). Squeeze your off hand's grip anywhere along the front
of the gun and it aims along the line between your hands; let go and your gun hand aims on its own again. Not on
the Chaingun, the Crucible, the hammer, the chainsaw or the fists. Checked on my test PC with scripted hands
only, so how it feels at arm's length is still open (GitHub #16).
Changed
- Smoother when your PC can't keep up with the headset. With Frame pacing on "Matched to the headset" (the
default), a game that falls below the headset's refresh rate now shows each new frame once instead of
repeating some of them, which looked like judder; when it keeps up again the game is held to the headset as
before. Measured on my test PC; if you see more judder than in 0.1.88, tell me your card and refresh rate. - While nobody's looking the game slows to 8 frames a second (GitHub #29). With the headset asleep, off,
showing its home or another app, or reporting nobody wearing it, the game draws 8 frames a second, so a laptop
doesn't run hot through a break, and it's back to full speed the moment the headset shows it again.
Fixed
- The left glove no longer jerks when you move the gun. The still glove was placed a frame behind the gun, so
every move of your weapon hand dragged it along for a moment, with every gun. Both arms are now placed in the
same frame. Thanks thet0x1n and Alex G for the reports. Checked on my test PC.
Known issues
- Virtual Desktop may not tell the game the headset is asleep, so the 8-frames-a-second slowdown may not
happen there yet. If your frame rate still drops step by step over a long session with breaks, an export after
one shows what's going on. - 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. - OFXR Bridge runs in its fallback mode with EternalVR (it gets no DLSS motion vectors from the game). That's
expected for now.
The full list is in KNOWN-ISSUES.md.