EternalVR v0.1.90 (alpha)
Smoke, sparks, blood and other effects are back in step between the eyes, and particles now show in the right
eye's ray-traced reflections too.
Download
EternalVR-alpha-0.1.90-936821c.zip(below)- SHA-256:
95eb122ef99dc94bf1d56a4cd0834ac9a8ee920b5cdc09ea6f161b5c50178fa1 - VirusTotal: scan report (the zip 1 of 68, the mod's DLL 1 of 71 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. Not tried 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.
Fixed
- Smoke, sparks, blood and other sprite effects are back in step between the eyes. Until now the left eye drew
them one frame behind the right eye, so fast effects (explosions, sparks off your gun, blood) didn't quite line
up between your eyes. 0.1.34 fixed that once, but in one mission (Cultist Base) the right eye drew snow and some
ice effects as squares of tiles, so 0.1.35 turned it off. The cause of the tiles was found and fixed, and the fix
is on again: on my test PC both eyes show the same effects in that mission and others, at no cost in frame rate
I could measure. - Particles show in the right eye's ray-traced reflections. With ray tracing on, smoke, sparks and other
effects were missing from the right eye's reflections (a wet floor, for example) while the left eye showed them.
If you see squares, flicker, or an effect in one eye only, please tell me (GitHub or Discord, an export helps),
and say which mission. If it's bad I'll put out a quick update that turns this back off.
Changed
- The third-party notices were checked against everything in the release (a library version and some DLL
wording fixed).
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.