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Performance and Optimization

Updated: Apr 17, 2026
When developing for the Meta Quest, optimization is critical for creating polished apps that meet customer expectations in terms of quality and Meta Horizon Store requirements. This section contains content that illustrates performance and optimization scenarios and best practices to aid in Meta Quest development.
Meta Quest devices use mobile chipsets that present challenges that differ from those present in PC VR development. For example, apps running on Meta Quest must use fewer draw calls, less complex shaders, and format art assets to compensate. Optimization is also critical for passing the Virtual Reality Checks (VRCs) necessary to appear in the Meta Horizon Store.
TopicDescription
Provides an overview of various mobile GPU rendering architectures across OpenGL and Vulkan, how to configure and profile them properly, and how Fixed Foveated Rendering (FFR) works with those architectures.
Provides information on how early art and design decisions can impact downstream performance issues.
Describes available methods to report a whole frame’s GPU performance when profiling and optimizing an app.
Describes a basic optimization workflow that uses profiling to help identify bottlenecks and issues with development builds of apps.
Describes how to boost CPU and GPU levels on Meta Quest.
Describes memory limits in Horizon OS, and how to identify when your app goes over them.
Describes special engine performance improvements in the Oculus-VR Fork of Unreal Engine.
Walks through several key usage scenarios with RenderDoc Meta Fork that can be used to make optimizations to your app.
Focuses on easily identifiable rendering patterns that can help point towards optimization opportunities on both the render thread and GPU.