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
| Device | Physical 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.
- 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