Capture MR and VR Apps for Publishing
Updated: Dec 19, 2024
This playbook provides essential tips and best practices for presenting your mixed reality (MR) and virtual reality (VR) experiences on the Meta Quest headsets at the best quality:
- Detailed technical specifications and settings for optimal captures
- Design fundamentals for MR and VR captures
- Advanced techniques for recording MR in third person
- Additional post production techniques and tips for leveling up your content
- Guidelines for recording footage
For best quality, Meta Quest 3 should be used to capture mixed reality experiences.
If the requirements and policies are not met in your submission, it can delay the approval process. Be sure to check if your content falls outside the criteria outlined in these guidelines. Also heed the safety recommendations outlined in
Video Capture and Production Policies.
With any footage, recording at the highest quality is the main priority. However, by leveraging filmmaking techniques, you can refine the presentation of your experience and focus on capturing key moments, such as important interactions or features. By creating a story around your experience, you can leave a lasting impression on your audience.
Within a short trailer, it becomes extremely important to focus on the user’s experience, as well as the major themes and mechanics of the application. By creating storyboards to highlight key moments within mixed reality, you can develop a sense of what kind of recordings or user shots you want. Specifically, if you have a single player experience, you are probably limited to first person footage. To support the storyboard, something like a loose script can be used, so that you can flow through the story of your experience and focus on the details of your footage.
Especially with mixed reality, users are able to experience the world physically around them. Because of this, it is important to have a clean
set around you while recording. By
blocking the set, you can capture a user from different parts of the room (or even different rooms entirely), and show the motion of your application. It’s good practice to remove some of the extra clutter in the room. This allows the focus to remain on the game assets you would like to feature. For additional requirements, see
Video Capture and Production Policies: The Set.
Finally, with an ideal area to film our users in the experience, lighting can also play an important role, and make the video editing process easier. With entry level LED lights, you can illuminate the area in front of a user to highlight their hands, or make sure an entire room is well-lit with several lights. The amount of lighting you need depends on the kinds of shots you’re trying to capture.
Send a casting call out to hire actors and help sell the story that reflects the target audience of your application. Make sure to review several applicants before hiring so you can find the best fit for your trailer. In cases where there is no need to hire professional actors, or if your budget does not allow for it, try to find some friends to play the part. This allows you to focus on directing the actor to best represent the app.
Now that you have an idea of the story you are telling, here are some recommendations for how to capture first and third person perspectives from your headset. Specifically, the following sections allow you to capture mixed reality and VR experiences with Meta Quest devices.
Capturing MR/VR footage in this perspective gives viewers a sense of what it’s like to play your game. In particular, this perspective can be helpful for Portrait mode viewing with short format content, enabling a viewer to be immersed in the experience. We go over the highest settings available to you in-headset, but if you want details on pushing the technical limits of quality, the
Advanced: Record with Meta Quest Developer Hub (MQDH) section has more details on unlocking these options.
Specific steps and optimal settings for capture
- Put on your Meta Quest headset and open the Camera app.
- Select the settings icon to open Camera Settings.
- Set the following video recording advanced settings:
- YouTube/Facebook Aspect ratio: Landscape (1920 × 1080 px)
- Mobile-Native Aspect Ratio: Portrait mode (1080 × 1920 px)
- Frame rate: 36 fps(variable)
- Bit rate: 20 mbps
- Image stabilization: Low
- Eye preference: Whichever is most comfortable
With all of these settings in place, you can fire up your app, select the Home menu button, and select the camera icon on the same window to start recording. Your headset captures everything you see. For best results with MR/VR POV capture, be sure to use slow head movements, being sure you frame shots according to the eye you selected to record in camera settings. Remember, you are acting as the camera operator.
If your app allows multiplayer or if your developers are able to add multiplayer to utilize a second or third player as a camera, another option is available to you: capturing third-person footage.
Capturing third-person footage of MR/VR often creates a more compelling perspective for the viewer, increasing engagement and interest. As the camera operator, you are able to capture specific angles around the user, creating views of the larger environment. In addition, you can move around the user or with them to add more action to your footage.
Specific steps and optimal settings for capture
- Put on your Meta Quest headset and open the Camera app.
- Select the settings icon to open Camera Settings.
- Set the following video recording advanced settings:
- YouTube/Facebook Aspect ratio: Landscape (1920 × 1080 px)
- Mobile-Native Aspect Ratio: Portrait mode (1080 × 1920 px)
- Frame rate: 36 fps(variable)
- Bit rate: 20 mbps
Whether it’s one person or ten people, you can capture the engagement of your app in different ways. You can be off to the side as objects fly at a player, or right in front of them to see simple interactions. Remember, as the camera operator, the best practices for POV capture still apply (such as moving slowly).
You should also take the game’s environment into account as the application may not be able to tell the distance of the person from the camera being captured. This can create issues with game assets that may be overlaid on their body, even though the assets are behind the user. With this in mind, it is best to capture footage where game objects are intentionally in front of the user you are filming.
Additionally, using an additional player to capture footage in a VR app only shows in-app visuals, and not the real-life player. For more information on how to insert real people into a third-person VR capture, see
Advanced: Composite Third Person.
Now that you have the recordings you want, you’ll need to get them onto a computer to edit the footage. This helps to cut out unnecessary or bad recordings and focus on the story of your experience.
Please keep in mind this process is not compatible with Mac. For more information on transferring saved files from a Mac, see
Advanced: Record with Meta Quest Developer Hub (MQDH).
Transferring from headset to PC via Link cable
- Connect the headset via a Link cable to your computer.
- Within the headset, an Allow Access to Data prompt appears - click Allow.
- On your computer, you can navigate to your file manager and find the Quest device and navigate to Oculus/Videoshots to see what is saved on the headset.
- Drag and drop these files onto your computer (ideally a different folder for just the recordings.)
In just a few steps, your recordings are now available to be edited.
Finally, you can use your video files in video editing software to clean up your recordings. Here are some editing suggestions:
- Color Correction - Depending on the title, VR and MR content can appear too dark, making it difficult to watch. By leveraging the image settings within video editing software, you can make sure that your footage is bright enough to actually see your user or dark enough to remove focus from the background. Additionally, you can adjust tones and saturation so that the colors show accurately.
- Image Stabilization - Most modern video editing software can help stabilize your recording with one button. Something to keep in mind - if your footage is too shaky, the software can crop out a lot of the image area, so try to keep your movements clean.
- Trimming Footage - To keep your story concise, you can organize all of your recordings into a sequence that aligns with your storyboard. Additionally, you can cut out segments of your clips that are unnecessary, so that they don’t detract from the story.
- Video Aspect Ratio - Ideally, this should already be mimicked from the settings you had set up from the headset, but as an additional check, you can resize the video to fit the perspective of your target platform (for example 1920 x 1080 vs 1080 x 1920)
With your footage all cleaned up, you are ready to export it to a video file such as an .mp4 and upload it to any platform.
As an alternative to recording footage directly on the headset, you can leverage the Meta Quest Developer Hub.
Hardware requirements: A compatible USB cable (such as a USB-C to USB-C or USB-A to USB-C) to connect your Quest headset to your PC.
- Quality settings:
- With your device connected to your desktop, open the Meta Quest Developer Hub and select the Device Manager page.
- Select the Record Video settings.
- For maximum quality choose 2160p, @60 FPS (variable), and 40 Mbps.
- You may need to reduce settings here but performance depends on how many resources your application needs for stable, usable, footage.

File transfer: With your device connected to your computer and Meta Quest Developer Hub open, access the left-most panel and navigate to “file manager” where you can now access the USB storage of the device and transfer the videos you recorded on the device located in. Note: if your video files are 500 MB+ you need to update your MQDH settings to allow large file transfers: Settings > General > Turn on “Download Large Device Files”
- Perspective Best Practices: See the previous recommendations for how to use the headset to capture either POV or third person footage.
If your MR/VR application requires a lot of system performance, you may notice periodic frame dropping. If that is the case, we suggest using the settings recommended in either
First Person Footage or
Third Person Footage.
Advanced: Record with PC VR
If the quality of the native Meta Quest output does not meet your needs, please use a PC VR build with at least 1080p 60 FPS Fixed and a bitrate of at least 20 Mbps.
You can use
the Oculus Mirror utility as a simple way to capture your headset on a computer and leverage
OBS to record the content. Alternatively, you can also capture the casting output in a web browser. The quality is lower than MQDH recording, so this workaround may be effective for short-form video capture.
Advanced: Composite third person
Research has shown that showing a user interacting with your app in 3rd person helps engage viewers and better represent the experience as opposed to a trailer that only shows first person POV.
Capturing third person footage with an MR app does come with some considerations. Whereas a VR app has an entirely virtual environment where users can be captured on a green screen and composited into the VR world. MR applications utilize the player’s real world environment, meaning you need to instead composite the virtual objects into the real world camera feed since you aren’t able to easily remove the player from the background without a green screen.
This means you need to employ some custom processes to make third person footage true to the game, which we mention later in this document.
There are a few methods that more advanced developers can explore to produce MR third person capture. You need to integrate the following into your set up:
- Add a secondary camera to your app with the Unity Camera Rig and output the feed to the desktop or other preferred camera render process. While in-engine, align the 3rd person game camera to your real world camera’s position and dial in the FOV + position till the game view matches your real cameras perspective.
- Leverage a mixed reality capture (MRC) tool to handle the calibration process.
Third person MRC is a fairly advanced technique. However, it can be accessible to most developers with some minor camera/rigging/lighting investments and experimentation. VR creators, like
TougeVR, have great tutorials for making high-quality MRC content.
When shooting an MR application, you need to do one of two things. Either:
- render out a separate alpha channel with your third person camera to use in the editing tool of your choice to mask out the game objects, or
- turn the background of your game world green (or some other vibrant color not used in your app) to key out everything as you would a green screen, except in-game instead of in your camera feed.
For those who are looking to get more technical and have access to a phone with a lidar camera, another option available to you is to use the lidar camera to get the depth data from your camera so you can properly position the mixed reality objects in front of and behind your player. Fabio with the Reality Mixer app has some great examples of this process for creators who do not have a green screen you can check out
here.
It’s recommended that you export your headset captured media through the
Meta Quest Developer Hub via the File Manager page. For cases where connecting through USB aren’t possible or you are using a secondary account that cannot be accessed over USB, you can use the sync option located in the options (...) menu on each video file to sync the videos recorded to your Meta app or log into your preferred file sharing solution on the browser in your headset to upload there.
Additional development features to support capture To go above and beyond recording, adding in specific developer only features can help streamline the recording process. Keep in mind that all of these require additional work outside of the core functionally of your experience, so it is entirely up to you to add these features.
Here is a list of features we recommend you add to your app so the VR window on your PC has the highest quality capture.
- A flythrough camera for a more cinematic environment and wide shots. We recommend adding a hideable UI with these options:
- No clip to go through objects
- Speed toggle to go slower or faster
- Translate and rotate smoothing for smooth camera moves / stabilized shots
- Depth of field toggle (if possible)
- LOD slider to adjust shots while setting up
- FOV slider to capture wider or more narrow shots
- Brightness slider to brighten or darken a scene
- Controller / Joystick support for flying a camera
- Ability to restart a scene, NPC dialogue, or other action to recapture multiple times
- God mode / invincibility so you can play through the levels more easily and spend less time capturing
- UI toggles not limited to just HUD elements, but also outlines or icons
- Spawn items, enemies, etc. for ease of capture especially if your app is procedurally generated in any aspect
Regardless of the method you choose, it is crucial to consider your hardware limitations, optimize your capture settings, and conduct thorough testing to ensure the best possible video quality.
By following these recommendations and considering the alternatives provided, you will be well-equipped to capture high-quality video recordings with your Meta Quest headset. Enjoy creating and sharing your immersive VR experiences.
Video capture and production policies
- Minimum clear play/work area
- VR
- Show users in a clear play area that is a minimum of 6 × 6 feet.
- Play area must be free of obstacles.
- Ensure that users are NOT co-located in a single play area.
- MR (color passthrough)
- Show users in a clear work area, free of obstacles.
- Ensure that users are NOT co-located in close proximity.
- Users must be at least arms distance apart.
- Depicting talent seated or standing near a PC, desk, whiteboard, or other work environment may be okay.
- Users should not be shown eating or drinking in the device
- The play/work area and a buffer zone around it should be free from objects that could interfere with clear play space:
- Overhead objects (ceiling fans, lights, hanging plants, etc.)
- Protrusions (table or floor lamps, shelving, tables, cat climbing trees, etc.)
- Fireplaces, heaters, or other sources of heat
- Aquariums, sinks, beverages, or other sources of water/liquid
- The play/work area should be away from hazardous objects or areas.
- The play/work area should NOT be shown near:
- Stairwells
- Balconies
- Raised or lowered portions of rooms
- Buffer zone
- Users should be shown indoors.
- Users should NOT be shown in the following areas:
- On a street
- On a balcony or building stoop
- In a front- or backyard
- On a roof
- If shown being set up or put away, the headset should be shown as stored in appropriate locations:
- NOT in direct sunlight (next to windows, in sun glare, etc.)
- Away from sources of heat or water (not next to heaters, fireplaces, sinks, aquariums, etc.)
- Consider getting the headset in/out of an official Meta Quest accessory travel case.
- Noticeable brands or other existing IPs
Ages 13 and older
Meta Quest products are for ages 13+. Any talent depicted using the device should be and obviously appear to be 15 or older. For mature content, the talent depicted using the device should be and obviously appear to be 18 or older.
Attire
Users should be shown wearing attire appropriate to the activity.
Unimpaired
Users should NOT be shown in a state of obvious or implied impairment, such as:
- Being inebriated on alcohol or drugs
- Donning the headset after partaking in alcohol or drugs
- Donning or wearing the headset in a setting like a party or a bar where all or most other participants are taking alcohol or drugs
- Donning or wearing the headset while obviously emotionally distraught
Donning the headset and the touch controllers Headset positioning and fit
Make sure the headset fits appropriately by
- Adjusting top and side straps to fit the head
- Placing the headset on head so that it is balanced in front of eyes
Lanyards
The Touch controllers’ lanyards should be around the user’s wrists while using the headset, tightened so they are neither too loose nor too tight.
- Consider showing the Touch controllers dangling from wrists when users put on headsets to demonstrate good user behavior.
- Since they come installed, the lanyards should NOT be removed for hero shots.
Additional accessories
All hardware for games sold on the quest store should be showing Quest hardware without any 3rd party accessories.
Controlled movements
Users’ movements should be intentional/controlled, NOT wild, so that they are depicted as remaining within their clear play area. Boundaries should be depicted if users approach boundaries.
- Users should NOT be shown:
- Flipping
- Floor spins
- Jumping + off furniture
- Running at high speed (jogging a couple steps may be appropriate, depending on context, and jogging in place may be appropriate)
Aligned with content
Users’ movements should be appropriate to the content shown. For example, lunges and squats may be appropriate for fitness content; but similar movements may not be accurate for entertainment or gaming content.
- Food and drink. Users should NOT be shown eating or drinking while wearing the headset.
Appropriate content
Users should be shown using content that:
- Works in their play space
- No room-scale content or activity in a small play space
- Has an appropriate comfort level and age grade
- Users closer to 15 should always be shown using content appropriate for their age based on ESRB ratings.
Non-interference
Non-users should be depicted away, giving adequate space to the player, and not in the clear play space .
Pets
Pets generally should NOT be shown in the same room as users, unless they are
- Calm (like a cat relaxing on a couch) or
- Restrained (like a bird in a cage or a dog being held by a non-user).
Teens
Meta Quest is for ages 13 and older. Any talent depicted using the device should look and be 15 and older.