Experimental ReShade build investigating issue #22: Pimax reports valid gaze in DanceXR, but Cheeky cannot establish an eye mapping.
Changes
- Adds eye-calibration support for
R11G11B10_FLOATHDR textures, a format supported by Unity. Previously, calibration rejected textures in this format. - Adds source/submission texture formats, failure counters, specific D3D12 failure stages, and available HRESULTs to support reports.
- Preserves existing eye-assignment checks, marker confidence thresholds, focus requirements, and GPU synchronization rules.
The missing-format failure was reproduced and fixed in GPU tests. The original DanceXR report did not record texture formats, so this remains a candidate fix pending testing in the game. It does not specifically address the reported slow startup.
Validation
- HDR conversion and 1.5× resizing into two eye-array slices passed on software and hardware GPUs, including correct eye-order changes.
- Verified-marker gaze routing, existing calibration tests, and the UEVR integration tests passed.
Install and test
- Close DanceXR and back up your existing
CheekyFoveatedDLSS.addon64outside the game folder. - Replace only that file with the add-on in
CheekyFoveatedDLSS-0.3.1-issue22.1-ReShade-test.zip. Keep your existing settings and Pimax setup. - Keep the Cheeky OpenXR layer from v0.3.0/v0.3.1 installed; no layer update is required for this test.
- Confirm Cheeky displays version
0.3.1-issue22.1. Wear the headset, select Runtime gaze, enable the alignment border, and check that the region follows your eyes. - After 20–30 seconds, collect a fresh support ZIP whether tracking works or fails. If possible, keep the headset worn during collection. Report incorrect eye order, flicker, or performance changes.
To roll back, close DanceXR and restore your original add-on.