Meta VR Glasses field of view and display values
Updated: Oct 29, 2026
Meta VR Glasses have a field of view of 70 degrees horizontal by 66 degrees vertical. How much of it a person sees can vary with face shape, device fit, and gaze direction. To make your app work well for the widest range of people, keep essential content (UI, text, and key actions) within the recommended design area of 58 degrees horizontal by 54 degrees vertical. Use the rest of the field of view for ambient and supporting content.
Use the values and device-level simulation workflow on this page to find content that may be clipped or hard to see before you test on Meta VR Glasses.
Distinguish the four values
These values describe what a person can see, what the system renders, what the physical display contains, and where to keep essential content:
| Value | Measurement | What it describes |
|---|
Field of view | 70 degrees horizontal by 66 degrees vertical | The full visible area with the eyes facing forward and the device positioned as designed |
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 |
Recommended design area | 58 degrees horizontal by 54 degrees vertical | Keep essential UI and content within this area so it works across a wide range of face shapes and fits |
The system renders a larger area than the 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 face shape, fit, and gaze
Three factors can reduce the visible area below the 70 by 66 degree field of view:
- Face shape: How much of the field of view a person sees can vary with the shape of their face.
- 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.
Use the recommended design area as a starting point, and confirm on the device. See
Eyes best practices for target sizing, spacing, and visual feedback guidance.
Simulate the field of view on a Quest headset
Meta VR CLI applies field-of-view simulation at the device level. The workflow is independent of your app and engine, so you can use it with any build path.
Before you begin:
The default command simulates the full Meta VR Glasses field of view of 70 degrees horizontal by 66 degrees vertical:
metavr device fov-sim enable
To simulate the recommended design area of 58 degrees horizontal by 54 degrees vertical, add --design-area:
metavr device fov-sim enable --design-area
Note:
--design-area requires Meta VR CLI 1.10.0 or later. Run
metavr --version to check. To upgrade, see
Keep the CLI up to date.
After you enable simulation, launch or resume your app. From the normal viewing position,
test your app by inspecting critical content for clipping and confirming that it remains usable.
The override is temporary and resets when the headset reboots. If the field of view does not change immediately, take the headset off and put it back on. You can also put the headset to sleep and wake it or relaunch the current app.
Verify the simulation by checking the visible boundary inside the headset. Casts and screenshots capture the frame before lens distortion. Your app renders its scene to the simulated field of view, so the scene stops at the simulated boundary in captures. Captures on Horizon OS v209 do not crop passthrough or compositor layers, so those layers can extend to the edges of a capture.
On Horizon OS versions before v209, the device-level simulation does not clip
compositor layers. Horizon OS v209 or later is required to include compositor layers in this simulation.
After testing, disable field-of-view simulation and restore the headset’s normal field of view:
metavr device fov-sim disable
If the normal field of view does not return immediately, take the headset off and put it back on. You can also put the headset to sleep and wake it or relaunch the current app. Rebooting the headset also clears the override.
Apply the values in your build path
Android, Native/OpenXR, Spatial SDK, and Unreal use the shared device-level Meta VR CLI workflow. Unity and Web/IWSDK can use that workflow or the linked build-path alternatives.
| Build path | Guidance |
|---|
Android | Use the shared device-level workflow. For standard 2D apps, use Window sizing to design and test responsive layouts. |
Native/OpenXR | Use the shared device-level workflow. |
Spatial SDK | Use the shared device-level workflow. |
Unity | |
Unreal | Use the shared device-level workflow. |
Web/IWSDK | |
The IWSDK headset 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.