CPU and GPU levels
Updated: Apr 8, 2026
Quest headsets expose a system of CPU and GPU levels that control processor clock speeds. Higher levels provide more processing power but generate more heat and consume more battery. The system selects levels dynamically based on workload, but apps can request specific levels through the ProcessorPerformanceLevel API.
Select the lowest CPU and GPU levels that allow your application to run consistently at framerate.
Rather than setting clock speeds directly, you pick a ProcessorPerformanceLevel. The operating system keeps your CPU and GPU levels at the lowest value within a range that preserves your application’s framerate. This allows your app to automatically adjust for longer battery life during less-intensive scenes.
| ProcessorPerformanceLevel | CPU level range | GPU level range |
|---|
PowerSavings
| 0 to 4 | 0 to 4 |
SustainedLow
| 2 to 4 | 1 to 4 |
SustainedHigh
| 4 to 4 (Quest 3/3S), 4 to 6 (Quest 2/Pro with dual-core) | 3 to 5 |
Boost
| 4 to 6 (Quest 3/3S), 4 to 8 (Quest 2/Pro) | 3 to 5 |
Exact ranges vary by headset model and enabled features. The higher CPU levels on Quest 2 and Quest Pro require dual-core mode or CPU level trading. GPU level 5 requires dynamic resolution. Higher CPU levels may be unavailable when passthrough or tracking features are enabled.
Performance per clock cycle differs between headset models. For example, although Quest 1 has a higher maximum clock speed than Quest 2, Quest 2 runs 80% more instructions per cycle due to its CPU architecture.
Each device has its own set of clock speeds per level. Refer to the engine-specific documentation for detailed tables:
Profiling CPU and GPU levels
You can profile current CPU and GPU level, frequency, and utilization using:
- OVR Metrics Tool — Real-time overlay showing CPU and GPU levels
- Meta Quest Developer Hub — Performance Analyzer view
- Logcat stats — XrPerformanceManager logs for tracking level changes
Access to CPU and GPU levels depends on your headset model and what features your app enables. Apps using passthrough, eye tracking, face tracking, body tracking, or gaze-based foveated rendering may have reduced access to higher levels on some devices.