Want to test how your app fits within the Meta VR Glasses field of view before you have the device? FoV simulation lets you check for clipped content and visibility issues using an existing Quest headset! Here are a few things devs should know 👇
- Meta VR CLI applies simulation at the OS level on Quest 3, Quest 3S, and Quest Pro, regardless of your app’s engine.
- The default simulated FoV is 70° horizontal × 66° vertical. The CLI also offers a perceived FoV target of 58° × 54°.
- In Unity, enable Simulate Device Field of View on OVRManager for an Editor test session or a test APK. Turn off experimental features before building your Store submission.
- Immersive Debugger lets you toggle and adjust the Unity mask live, making before-and-after comparisons easy.
- Check the result inside the headset! OS-level simulation currently doesn’t clip compositor-layer panels, and simulation doesn’t replace testing on Meta VR Glasses.
Most people are missing this:
The Steam Frame isn’t just a headset — it’s a sandbox.
User accessible front expansion port (2× 2.5 Gbps / Gen 4 PCIe).
Root access.
You can add color passthrough cameras, hand tracking, or something nobody’s thought of yet.
The VR modding scene’s about to go crazy.
@Martin76x Smooth turning only when your trapped in your play space and can't turn naturally. (How do you get motion sickness never had it only when the tracking is working and the image is upside down)