Essentials

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.
To find content that may be clipped or hard to see before you test on Meta VR Glasses, use the route for your build path. For Unity, use an existing Quest headset to simulate the device’s field of view. For IWSDK, emulate Meta VR Glasses input and field of view on a desktop.

Distinguish the three values

These values describe what a person can see, what the system renders, and what the physical display contains:
ValueMeasurementWhat 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.

Account for fit and gaze

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 IWSDK apps, test the Meta VR Glasses view profile on a headset to preview scene coverage. The preview does not reproduce lens-edge shape or replace the headset’s projection. Validate native WebXR composition layers separately.
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.