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Quest Readiness Scanner

Module: Tech · Category: QA · Tool ID: QuestReadinessScanner

Scans project settings, asset stats, and map data against per-device XR budgets. Supports Quest 2 / Quest 3 / Quest 3S / Quest Pro / Apple Vision Pro. Checks rendering settings (Forward vs Deferred, Mobile HDR, MSAA), texture stats (resolution, memory, format), geometry (draw calls, triangle count, Nanite), materials (instruction limits, sampler limits), project settings (Vulkan/OpenXR, Fixed Foveated Rendering, App Space Warp), and per-level budget. Each check has a fix recommendation.

Screenshot 01 — Hero shot — Scanner with Quest 3 selected, mixed Pass / Warning / Fail results across categories, summary at top.


  • Building for Quest / Vision Pro — confirming the project meets device budgets
  • Pre-cook XR audit
  • Investigating “why is the build too big / too slow on Quest?”
  • Choosing between Quest 2 / 3 / Pro target — see what changes per device
  • Don’t use this for non-XR projects — checks are XR-specific
  • Don’t expect runtime XR perf — asset/setting-side checks only

  1. Open the EQLabs Hub and search for Quest or XR (or browse to Tech → QA)
  2. Click the tool card
  3. Pick a device, click Scan

FieldWhat it doesDefault
Device comboQuest 2 / Quest 3 / Quest 3S / Quest Pro / Vision ProQuest 3
Category Filter comboFilter results by categoryAll
ScanRuns all checks for the selected device
Copy ResultsPlain-text dump
StatsPass / Warn / Fail counts
Results listPer-check: category, name, current value, required value, fix recommendation, severity

Each device has its own FXRDeviceBudget:

  • Max draw calls (per frame)
  • Max triangles (per eye)
  • Max texture memory (MB)
  • Max texture resolution
  • Max material instructions
  • Max texture samplers
  • Required forward shading flag
  • Required Vulkan flag
CategoryWhat it covers
RenderingForward vs Deferred, Mobile HDR, MSAA, Mobile Shading Model
TexturesResolution, total memory, format compliance
GeometryDraw call estimate, triangle budget, Nanite (disabled on Quest)
MaterialsInstruction count limits, texture sampler limits
Project SettingsVulkan/OpenXR enabled, Fixed Foveated Rendering, App Space Warp
Level BudgetPer-level draw call + triangle totals

Screenshot 02 — Failed checks — Filtered to Fail-only with several failed checks visible and fix recommendations.


  1. Pick the target device (your weakest target)
  2. Click Scan
  3. Sort by severity — Fail first, then Warning
  4. Walk the recommendations — each Fail has a concrete fix
  5. Re-scan after applying fixes

FieldDefault
DeviceQuest 3
Category FilterAll

Settings file: [Project]/Saved/EQLabs/Settings/QuestReadinessScanner.json


  • In-panel results list
  • Clipboard — Copy Results
  • No edits — read-only audit

  • Quest 2 is the strictest standalone target — start there if you’re targeting all Quest devices
  • Vision Pro budgets differ from Quest — designed around Apple’s XR runtime, not Meta’s
  • Nanite is unsupported on Quest — flagged automatically
  • App Space Warp can dramatically reduce CPU/GPU cost — flagged if not enabled


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