github ArcadaLabs-Jason/EternalVR v0.1.91
EternalVR v0.1.91 (alpha)

pre-releaseone hour ago

EternalVR v0.1.91 (alpha)

Fewer ways for the mod to take the game down with it, a safer multiplayer guard, and a fix for the flat game
after VR stops mid-session.

Download

  • EternalVR-alpha-0.1.91-23c69fb.zip (below)
  • SHA-256: 7856247d3107dee7eca49ba659d9d125c96c113bd75f369a0e523e782f36f77d
  • 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. 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

  • An error inside the mod no longer crashes the game. I went through every place where the game (or Vulkan)
    calls into the mod and made sure a failure there stays inside the mod: that feature turns off for the session or
    that frame is shown the plain way, and the game carries on. Before, a few rare failures (mostly running out of
    memory) could have closed the game outright. If something does turn off, the log says what and where, so an
    export still shows it.
  • The multiplayer guard is stricter. The mod turns itself off the moment it sees multiplayer (the lobby, an
    invite, a multiplayer map). Now any error while it checks counts as multiplayer too, so it switches off rather
    than carrying on, and it puts the game's own settings and keys back before anything else.
  • The flat game after VR stops mid-session. When VR stopped while the game kept running (the VR runtime
    closed, for example), the mod could keep up to two of the game's screen images, which could make the flat game
    stutter or stall afterwards. It now gives them back. Found by going through the code, not from a report.
  • A bug capture (left Menu + trigger) that runs out of memory is skipped instead of closing the game.

Changed

  • Behind the scenes: a big tidy-up of the mod's code (static checks and file splits). Nothing you should notice;
    if anything behaves differently from 0.1.90, please tell me.

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.

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