Essentials

Render scale

Updated: Apr 8, 2026
Render scale controls the resolution at which your app renders each frame, trading visual quality for GPU performance.
  • Higher resolution reduces aliasing and makes the image appear sharper, at the cost of higher GPU usage.
  • Lower resolution reduces GPU usage, potentially allowing GPU-bound apps to maintain stable frame rates, at the cost of a blurrier image.
Rather than selecting from preset resolutions, Quest uses a render scale multiplier on a default resolution for each headset. The default value is 1.0.

Screen resolutions and render scales per headset

DevicePhysical screen resolution (per eye)100% render scale resolution
Quest 1
1440x1600 px
1216x1344 px
Quest 2
1832x1920 px
1440x1540 px
Quest Pro
1800x1920 px
1440x1540 px
Quest 3
2064x2208 px
1680x1760 px
Quest 3S
1832x1920 px
1680x1760 px
For example, on Quest 3 with a render scale of 0.8, the resolution becomes 1344x1408 px per eye. At 1.5, it becomes 2520x2640 px per eye.

Key details

  • The default resolution (render scale 1.0) is lower than the physical screen resolution on every Quest headset. A render scale of approximately 1.2 corresponds to the physical screen resolution.
  • Increasing render scale above the physical screen resolution continues to provide clarity improvements, but only at a sub-pixel level.
  • VR frames are distorted by the compositor before display, causing slight blur. Higher render scale reduces this blur, especially for elements near the screen edges.
  • Render scale changes only affect your app — system notifications, passthrough feed, and other concurrent apps are composited separately at their own resolutions.
  • Apps will not be approved for the Horizon Store if their render scale is too low.

Engine-specific implementation