Meta VR Glasses field of view and display values
Updated: Sep 4, 2026
Meta VR Glasses’ nominal straight-ahead field of view is 70 degrees horizontal by 66 degrees vertical. Device fit, eye position, and gaze direction can reduce the area a person sees, so treat this value as an upper bound rather than the full area available for placing UI.
Distinguish the three values
These values describe what a person can see, what the system renders, and what the physical display contains:
| Value | Measurement | What it describes |
|---|
Nominal straight-ahead field of view | 70 degrees horizontal by 66 degrees vertical | The upper bound of the visible area with the eyes facing forward and the device in its normal position on the face |
Per-eye render extent | 74 degrees horizontal by 68 degrees vertical | The angular extent used for rendering, not a guarantee that a person sees the full area |
Display resolution | 2412 x 2288 pixels per eye | The physical display pixel grid, not an app window size or a required render-target size |
The system renders a larger area than the nominal visible field of view. The display resolution describes the panel rather than the apparent size of app content. Do not use the render extent or display resolution as a visible UI boundary.
Two factors can reduce the visible area below the nominal 70 by 66 degree figure:
- Device fit: The distance from a person’s eyes to the lenses and the device’s position on their face vary. A greater eye-to-lens distance reduces the visible area, especially vertically.
- Gaze direction: Looking toward an edge moves the pupil away from the lens center. The lens can then limit the view before the display does.
Keep critical content away from the view boundary, and test apparent size and clipping at the app’s normal viewing distance on the device.
Keep critical UI near the center
The center of a surface is easier to target by eye. A target near the edge of the visible area appears smaller, and someone may have to move their head to reach it. Adjust the layout so people can find and use the controls they need:
- Keep primary actions and status information near the center.
- Avoid dense groups of small targets near the view boundary.
- If an action appears only near the edge of the view, provide another way to perform it.
No single angular margin is safe for every app. See
Eyes best practices for target sizing, spacing, and visual feedback guidance.
Apply the values in your build path
For standard 2D Android apps, use
Window sizing to design and test responsive layouts.
For immersive apps, use the view and projection data that your engine or runtime provides for each eye instead of hard-coding display values into the camera. Native OpenXR developers can follow
Synchronizing and submitting frames.
Place UI by angle when it stays fixed relative to the viewer, or place it in 3D space. Do not calculate pixel offsets from the display resolution. Check the result in both eyes on the device.