EternalVR v0.1.94 (alpha)
Glory kills without the view jumping, no more spin when you die, and pickups that behave when you aim with your
head, your view or a gamepad.
Download
EternalVR-alpha-0.1.94-c2b88b4.zip(below)- SHA-256:
4717de48424bbc5233c83e2d1351d59be060a1d2f7cabf4ebafa82fcc58d9c66 - VirusTotal: scan report (the zip 1 of 68, 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 at about 60 fps. 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
- Glory kills with "follow the camera" (the default) no longer jump. The view could flip between the kill's
camera and your own heading for a single frame, up to about 25 degrees, a few times per kill. Now the kill's
camera drives the whole kill. - Dying no longer spins the view. The death camera looks almost straight down while it rolls, and the headset
view spun with it (up to a full turn in a frame or two) on every death. It now turns smoothly. - Pickups when you aim with your head (Aim with: Head): with "Still view" the Sentinel Crystal's and the rune's
camera made the view jump to the side and back, and the mod bot left you turned about 13 degrees. With "Camera
moves (intense)" the start of a crystal or rune animation could turn you up to about 17 degrees in one frame. - Pickups when you aim with your view (Aim with: View): the crystal and the rune flicked the view about 10
degrees and back as their animation started. - Pickup menus with a gamepad: pushing the right stick while the crystal's, the rune's or the mod bot's menu
was up turned the world behind the menu, then snapped it back when the menu closed. The world now stays put. - The Dossier's map and Codex pages with a gamepad now hold the view like the rest of the pause
menu. Before, the right stick turned the world behind them, and the view snapped back when you closed the Dossier.
New
- The launcher tells you when your setup hasn't been tried yet. If your graphics card isn't an NVIDIA RTX
(Radeon, Intel, older GeForce), or your headset connects another way than the ones I've tested, the launcher's
checks show an "Untested on this hardware" warning. It only warns: it may well work, and an Export report after
a session tells me how it went. - RivaTuner (RTSS), OBS and ReShade have now run next to the mod on my test PC. RTSS works, but a frame rate
limit set in RTSS halves the headset's frame rate (60 gives 30), so leave its limit off for DOOM Eternal; the
launcher now says that instead of "not tested". OBS game capture works (it records the desktop window: the left eye,
without the HUD) and isn't warned about any more. ReShade stays switched off for the session; its effects wouldn't
reach the headset anyway. - Your launcher.ini gets a backup before an update changes its format (
launcher.ini.schema1.bakand so on, next
to it). - If the mod refuses to start in a game build it doesn't know, the message now says what it couldn't find.
- Checking a download: the install guide
(INSTALL.md) now explains how to
check the zip against its SHA-256, and what to do if an antivirus takes a file.
All of the above was checked on my test PC, not in a headset yet.
Known issues
- Rides the game moves you on (trams, the Titan in the Blood Swamps, the Ion Catapult, long elevators and so
on) get nothing of their own from the mod yet: no fade and no vignette for the ride. If one makes you queasy,
please tell me which. - Photo mode hasn't been tried in VR, and the mod doesn't switch it off. I'd leave it alone for now.
- With a gamepad, standing well off to the side of a rune or a crystal, "Still view" can turn you to face it in
two steps instead of one. - The chainsaw pickup still hasn't run on my test PC. If the view freezes or jumps at a pickup, please tell me
which one. - Virtual Desktop may not tell the game the headset is asleep, so the 8-frames-a-second slowdown may not
happen there yet. - 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.