Meta rejects up to 60% of apps on first submission. The typical reason is non-compliance with VRC.Quest.Performance.1: unstable FPS due to missing Fixed Foveated Rendering (FFR). One review cycle takes 7–10 business days, and you get only two weeks to fix. Addressing requirements at the pre-production stage can save up to two months of development. We conduct a full audit before store submission—it's part of a production pipeline that saves budget and nerves.
Oculus VRC: What Is Checked and Where Apps Most Often Fail
The VRC document has dozens of requirements divided into categories. Critical for passing:
- VRC.Quest.Performance.1 — stable 72 FPS (Quest 2) / 90 FPS (Quest 3) at recommended settings. Meta tests this on physical devices. Typical failure reasons: too high Draw Call count (>300 without batching), missing Fixed Foveated Rendering, incorrect Eye Buffer Resolution settings. For Quest 2:
OVRManager.eyeTextureResolutionScalemust be ≤1.0 by default. - VRC.Quest.Performance.2 — the app must not overheat the device. Tested via a 10-minute thermal throttling stress test. GPU-intensive shaders without LOD, constantly maxed CPU clock—guaranteed failure.
- VRC.Quest.Security.1 — the app must not request Android permissions unnecessary for functionality.
READ_CONTACTS,ACCESS_FINE_LOCATIONinAndroidManifest.xmlwithout justification—rejected. Unity auto-adds some permissions via plugins—must explicitly check the final manifest. - VRC.Quest.Input.1 — mandatory support for the Guardian System and correct behavior when leaving the play area. The app must show Guardian passthrough and not block it with its geometry.
- VRC.Quest.Content — content requirements: no 2D interface without VR adaptation (flat screens without spatial UI fail), no prolonged fade-to-black (>3 seconds without content), no scenes with acceleration above 1.5G without warning.
SteamVR Guidelines: Differences from Meta
SteamVR is technically less strict on performance—no fixed FPS threshold because PC configurations vary. Key requirements:
- Reprojection support. The app must work correctly with ASW (Asynchronous SpaceWarp) and ATW (Asynchronous Timewarp). Geometry rendered only for one eye or incorrect depth buffer data—reprojection will produce artifacts. Checked via SteamVR Compositor Mirror with Reprojection enabled.
- SteamVR Input Actions. All inputs must be declared in
actions.jsonand support rebinding via the SteamVR Input Binding UI. Hardcoded buttons without an action manifest will fail review. - OpenVR SDK version. Outdated
openvr_apicalls without null checks for optional interfaces—crashes on non-standard configurations.
How We Conduct Compliance Checks
Our team has 8 years of VR experience and over 50 successful certifications for Quest and SteamVR.
Automated audit. We use the Oculus Platform Command Line Utility (OPCU) for basic APK checks without submitting to the store. The tool verifies manifest, permissions, and presence of 64-bit native libraries. Automated audit with OPCU is 5–10 times faster than manual inspection.
Performance audit. We run on target devices with OVR Metrics Tool (for Quest) or SteamVR Frame Timing (for PC). We record GPU time, CPU time, and thermal state over 15 minutes.
Manual checklist verification. We go through each VRC item, document status, and if necessary, the fix approach.
User scenario testing. Guardian boundary exit, quick headset removal/reattachment, scene transitions, handling system notifications (incoming call, low battery).
Why Apps Are Rejected for VRC.Quest.Performance.1
The most common cause is missing Fixed Foveated Rendering and improper draw call management. We enable FFR via OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High and restructure batching to reduce draw calls. This fixes 80% of FPS issues.
What Is Included in the Work
After the audit, we deliver a structured report: list of violations, severity (blocks publication / recommended), fix approach with code examples. For Meta—a ready AndroidManifest.xml with correct permissions; for SteamVR—an actions.json with rebinding UI. We accompany the project until green status is achieved—you pay only for results.
| Requirement | Oculus VRC | SteamVR |
|---|---|---|
| FPS | 72/90 stable | Recommendation, no hard threshold |
| Foveated Rendering | FFR mandatory | Not required |
| Input Actions | System buttons + custom | actions.json required |
| Guardian Passthrough | Mandatory | Recommended |
Pre-check checklist
- Fixed Foveated Rendering set (High or Medium). - No unnecessary Android permissions in the final APK. - actions.json configured for SteamVR with rebinding UI. - Tested on physical Quest device (not only in editor). - OVR Metrics Tool used to verify FPS and thermal state.| Type of Check | Approximate Timeline |
|---|---|
| Audit + report (without fixes) | 3–5 days |
| Audit + fixing common violations | 1–2 weeks |
| Full support until review green | 2–6 weeks |
Pricing is calculated after initial project review and violation scope assessment. Our audit pays off by saving costs on repeated reviews—you reduce expenses for fixing post-rejection errors. Order an audit—contact us to evaluate your project; we will provide exact timelines and cost.





