Develop for Oculus Quest

Oculus Quest is our first standalone six degrees of freedom (6DOF), positionally tracked VR headset. It includes Oculus Touch controllers, integrated open-ear audio and leverages Oculus Insight, which uses four ultra wide-angle sensors and computer vision to deliver inside-out tracking. These technologies add up to deliver a premium, mobile VR experience that is ready to drive your next VR app.

For those that are new to the Quest platform, be sure to check out the store submission section below for more details on the store policy. We look forward to seeing the new worlds, and realities you create with this mobile VR system.


Start developing for Oculus Quest with these documents, videos, and tutorials


Quest features a mobile chipset running Android, and includes its own set of development processes and best practices. Some of these may be new for those developers who specialize in console or PC engineering, so to help you start developing for this 6DOF, mobile VR system, we have provided a number of resources for Unity, Unreal and Native development.

Unity 3D

Unreal Engine

Native Development


Oculus Quest Store: Initial concept approval + Submission process

To ensure developer success and optimize the store experience for VR consumers, the Quest Store Policies align with VR player expectations that games have a certain amount of depth and polish. These policies will help you to focus your time and resources, while enabling VR players to be confident in the quality of games throughout the Quest library.

It’s important to note that with these policies, you are required to provide a concept pitch document, showing the quality of the concept, probability of market success, and adherence to the Oculus Content Guidelines. This document is an opportunity for you to show how amazing your game will be, and how it will speak to the Quest audience. For inspiration, here is an example concept doc for an undeveloped game titled Oil Rig. Once approved, you will receive non-public development resources and access to submit your application to the Quest store. Be sure to also review the Quest Virtual Reality Checks (VRCs) and Developer Policies which are required before officially publishing your app. It’s recommended that these are taken into consideration early in your development process.

This process is resulting in elevated developer success and player satisfaction on the Quest platform. We look forward to working with you and your team to deliver inspired games and apps with this mobile VR technology.


Performance optimization: Essential to Quest development

If you are new to VR development, it’s important to note that compared to 2D game and software engineering, performance optimization is essential to delivering a successful app. Missed frames can be moderately tolerated in mobile and console games, but in VR, dropped frames can cause significant discomfort, potentially deterring a user from experiencing your app all together.

As opposed to developing for PC VR, optimizing for the mobile chipset requires different planning and tactics for optimization. Keep this in mind as you plan to develop for Quest, as best practices like minimizing draw calls and shader complexity, thorough frame analysis and efficient use of expansion files are all important to the success of your app.

Recognizing that the optimization process is both essential and (can be) time consuming, we have created a number of tools, resources, guides and videos to ensure your success:


Hardware specifications + Playspace recommendations

See below for a detailed set of technical specs for the Oculus Quest. If you haven’t already, check out the Get Started Page for how these compare with the Rift and Go.

  • Panel Type: Dual OLED 1600x1440
  • Default Eye Texture Resolution: 1216x1344
  • Supported Refresh Rate: 72Hz
  • Default SDK Color Space: Rec.2020 gamut, 2.2 gamma, D65 white point
  • USB Connector: 1x USB 3.0
  • Tracking: Inside out, 6DOF
  • Audio: Integrated, in-strap
  • CPU: Qualcomm® Snapdragon 835
  • CPU Notes: Developers have access to 3 gold cores that can run at a max frequency of 2.3 ghz
  • GPU: Qualcomm® Adreno™ 540 GPU
  • GPU Notes: The GPU availability is capped at 710 MHz if Guardian is on automatically, otherwise capped at 670 MHz. The TimeWarp, Guardian System, and application will have access to the GPU. However, TimeWarp and Guardian System will have priority and take approximately 2 milliseconds per frame to process.
  • Memory: 4GB total
  • Lens Distance: Adjustable
  • Room scale playspace: The user should have a 9ft x 9ft space with at least a 6.5 feet x 6.5 feet playable area free of obstructions.
  • Seated and stationary playspace: The user should not be required to move beyond reaching with arms or leaning from the torso. For seated play, the user will be seated in a chair.

Video resources to help you get started

From the 2020 Developer Showcase Series, Head of Developer Relations Dan Morris provides a status on the Oculus Developer landscape, and a handful of best practices that are leading to developer success.

Hear from SUPERHOT lead programmers, as they provide a deep dive into how they optimized their hit VR title for the Oculus Quest. This presentation will help those looking to port their title to Quest, but also those of you looking to understand more about the platform.

Looking to develop, launch, and be successful on the Quest platform? Here are the lessons learned from supporting games like Beat Saber, SUPERHOT, Red Matter, and a number of other titles.