Render scale
Updated: Sep 1, 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, both Quest and Meta VR Glasses use a render scale multiplier on a default resolution for each device. The default value is 1.0.
Screen resolutions and render scales per device
| 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 |
Meta VR Glasses | 2412x2288 px | 1728x1760 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.
See
Field of view for how display and rendering values relate on Meta VR Glasses.
On Meta VR Glasses, you should use dynamic resolution so the resolution can increase when GPU headroom is available and decrease under heavier GPU load. In Native OpenXR, implement this behavior by querying the runtime’s resolution recommendation each frame and applying it when valid.
The default resolution (render scale 1.0) is lower than the physical display resolution on Quest headsets and Meta VR Glasses. A render scale of approximately 1.2 corresponds to the physical display resolution on Quest. On Meta VR Glasses, no single render scale matches both physical display dimensions, so use dynamic resolution and the runtime’s per-frame recommendation.
- 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.
- Get the recommended render-target resolution from your engine or runtime instead of hard-coding it. Profile your app on-device after changing render scale.
Engine-specific implementation