DanceXR Native
DanceXR Native is a separate, standalone Windows application that renders your characters with full path tracing on ray-tracing-capable hardware. It is a purpose-built companion to the Unity-based DanceXR runtimes, with its own renderer and settings while using the same organized content library.
After entering public preview in 2026.8, Native became release ready in 2026.9 with PMX models, multi-character scenes, and OpenXR VR support.
Download: github.com/alloystorm/dvvr/releases/tag/dxr-native
What path tracing gives you
DanceXR’s PC RT build offers raytraced effects layered onto a conventional renderer (see Raytracing Effects). Native takes the other approach: the entire image is path traced, so lighting is simulated rather than approximated.
- Real bounced light — a wall lit by a lamp throws colored light onto a nearby face, with no probes or baking.
- Soft shadows with true penumbras that widen with distance from the caster.
- True reflections — surfaces reflect what is actually in the room, including things off-screen or behind the camera.
- Volumetric fog and light shafts — a haze layer built into the path tracer itself, so beams and god-rays come from real light transport.
Two render modes:
- Realtime — denoised and upscaled for interactive framerates. This is where you pose, frame, and play back.
- Reference — accumulates samples over several seconds for a clean, noise-free image. Use it for stills.
Requirements
| OS | Windows |
| GPU | Ray-tracing capable (NVIDIA RTX recommended) |
| VR | OpenXR-compatible headset and runtime |
If your GPU can’t run it, the app tells you why on launch instead of failing silently.
Supported content
This is the most important thing to know before you download.
- Models: PMX and XPS / XNALara (
.pmx,.xps,.mesh,.ascii), loose or in a ZIP. - Motions: VMD (MikuMikuDance), including camera motion.
PMX support includes append and inherited bone deformation, IK, vertex/bone/material/group morphs, and rigid-body physics. Facial morphs can be driven by VMD motion or adjusted from the Actors menu.
Editions and character limits
The free edition renders one character at a time. Dropping a second model replaces the first, and the app shows a notice when it does. An activated Pro installation supports multiple simultaneous characters: each can have its own model settings, materials, physics, placement, and motion.
Using it
Drag and drop is the primary way in — drop a model, a motion, or a ZIP onto the window and it loads. The interface is organized into tabs: Actors, Motion, Camera, Environment, Scene, and System. Start Native in desktop or VR mode from the DanceXR Launcher.
Posing and motion
- VMD motion playback with audio, kept in sync on a shared clock.
- Procedural idle motion when no clip is playing, plus eye contact so the character can look at the camera.
- Leg IK and a feet-on-floor solver, so feet plant on the ground rather than floating or sinking.
- Hair physics and shape-matching soft-body simulation, with body colliders, plus PMX-authored rigid-body physics.
Placing characters
Hover a character’s feet to bring up the interaction disc: drag to move on the ground plane, scroll to rotate. The disc is real emissive geometry, so its glow actually lights the character.
Scenes and rooms
A procedural room with real window openings, adjustable lighting, and volumetric fog serves as the default environment. Scenes can be saved and reloaded by name, preserving the full character roster, placement, materials, and motion assignments.
Materials
Per-material controls for roughness, metalness, anisotropy, and subsurface scattering, with name-group remapping so you can adjust every “hair” material at once.
Reporting problems
Native writes a per-session log and a crash dump if it falls over. The System tab has Report Issue, Copy Diagnostics, and Open Log — please include the log when you report something.
Related pages
- Raytracing Effects — raytraced effects in the DanceXR PC RT build
- Graphics
- Organizing Model Files