Essentials

Horizon OS

Updated: Apr 6, 2026
Horizon OS is the operating system that powers Meta Quest headsets. Understanding its core features and capabilities helps you build apps that take full advantage of the platform, regardless of which engine or SDK you use.

Core features

  • Input — Controllers, hand tracking, gaze input, and microgestures
  • Audio — Spatial audio, voice input, and audio capture
  • Passthrough — Camera-based mixed reality with environment depth
  • Sharing — Screen sharing, casting, and social presence
  • Authentication — Meta account integration and user identity
  • Selfie camera — Front-facing camera for mixed reality and social features
  • Battery saver mode — Power management for extended sessions
  • Panel sizing — Window management for 2D panel apps
  • Ad attestation and ad ID — Advertising identity and attribution

Graphics and rendering

Quest uses a compositor to combine your app’s rendered frames with system UI and apply lens distortion for the display. A few key concepts:
  • Compositor layers — Render text and UI on separate layers for sharper quality. See Compositor layers
  • Fixed foveated rendering (FFR) — Reduce GPU workload by rendering the edges of the frame at lower resolution. Up to 25% performance improvement in pixel-intensive apps
  • Application SpaceWarp (AppSW) — Render at half frame rate while the system synthesizes intermediate frames, freeing up to 70% additional compute
  • Render scale — Dynamically adjust eye buffer resolution based on available GPU headroom
For engine-specific implementation, see the rendering guides for Unity, Unreal, or Native.

Performance and hardware

Quest dynamically manages CPU, GPU, memory, and thermals to balance performance and battery life. Key things to know:
  • CPU and GPU levels — Quest assigns discrete performance levels to processors. Higher levels mean more power but more heat. Your app can request specific levels. See CPU and GPU levels
  • Memory limits — PSS kill limits are 4.4 GiB (Quest 2, Quest Pro) and 5.75 GiB (Quest 3, Quest 3S). Exceeding these under memory pressure causes crashes. See Memory / RAM
  • Battery saver mode — A user setting that reduces brightness, caps refresh rate at 72 Hz, and disables GPU boosts. Your app should detect and adapt. See Battery saver mode
  • Boosting — Apps can request short CPU/GPU boosts for loading screens and transitions. See Boosting CPU and GPU levels

Immersive features

  • Scene understanding — Detecting walls, floors, furniture, and room layout
  • Spatial anchors — Placing persistent virtual content in physical spaces
  • Passthrough — Blending virtual content with the real world using Quest’s cameras
  • Body tracking — Full-body pose estimation for avatars and gameplay
  • Eye tracking — Gaze direction for interaction, foveated rendering, and analytics (Quest Pro only)

Design guidelines

For best practices on designing immersive experiences for Horizon OS:

Intro to immersive design

Learn more

For engine-specific implementation guides, visit the documentation for your build path: