Finalization Optimization

Tips for Publishing Quest VR Apps and Games

Amebous Labs
10 min readDec 21, 2021

We’re closer than ever to Loam Sandbox’s early access release via App Lab. For nearly two years, our team has been working tirelessly to bring the vision of a relaxing virtual reality garden sim game to life. Much of this time was spent designing the game, but a surprising amount went toward optimizing Loam to adhere to App Lab’s standards and requirements.

Developing and optimizing a VR game has provided an invaluable opportunity for us to familiarize ourselves with the Quest Virtual Reality Check (VRC) guidelines, an official list of app requirements and recommendations set forth by Oculus (soon to be officially rebranded as Meta). Throughout this article, we will share the tricks we’ve learned in the hopes that they will help you get your games and apps running on Oculus Quest headsets.

Developers should determine their app’s ideal distribution channel as early as possible.

As you prepare your work for release, the distribution channel you will use to house your game is a significant decision you’ll need to consider as early as possible. Your decision will directly determine how much time and effort you’ll need to spend optimizing your game to run in accordance with various VRCs. Developers tasked with getting their work published and accessible via Quest headsets are presented with the following three different distribution options, each offering unique advantages and disadvantages for your app's release: the Quest Store, App Lab, and SideQuest.

The Quest Store is the only native marketplace for Quest games and apps. SideQuest enables users to sideload apps onto their headsets. App Lab games are accessible via either store.

Please note, there are other distribution avenues for your VR games, but this blog will focus solely on platforms accessible by Oculus Quest headsets. Other platforms will offer different distribution options with different submission processes.

The Quest Store

Of the three available, the Quest Store features the most rigid and demanding set of requirements that your app must meet in order to be published. Despite that, we recommend this route for developers publishing finished games they feel confident in; the Store offers unique and valuable advantages that will help your game find greater success such as excellent accessibility, little competition, and opportunities for organic discovery. These advantages, however, come at the cost of spending a significant amount of time optimizing your game to earn Oculus’ direct approval.

As far as app submissions are concerned, the Quest Store is characterized by its stringency. Apps distributed via the Store must comply with a whole host of requirements set forth by Oculus that ensure everything listed on the Store is of consistently high quality. Although several checks are merely recommendations, these checks span eldifferent categories ranging from performance and functionality to security and accessibility.

The Quest Store’s quality-first mentality makes for a strict submission process, but it also reduces the potential competition your app will face should it earn Oculus’ approval. As of writing, there are only about 300 games listed on the Quest Store — less than half the amount available on App Lab, meaning Quest users browsing the Store are far more likely to organically find your app than users browsing App Lab’s library via SideQuest. The Quest Store is deeply integrated within Quest’s user interface, so this channel also provides the easiest option for users looking to download and play games.

The Store reviews app submissions on a first-come, first-serve basis and has varying review times dependent upon the number of submissions at that time. A solid estimate is four to six weeks, but it’s worth noting there have been instances of developers waiting as long as three months or as little as two weeks.

App Lab

Games and apps published through App Lab are searchable in both the Quest Store and SideQuest. Think of this distribution channel as a happy medium between the Quest Store’s strict approval process and SideQuest’s comparatively lackadaisical approach to reviewing app submissions. That said, App Lab faces its own set of drawbacks; while this distribution avenue offers a more accessible means of entry, it also faces increased competition and minimal organic discovery.

App Lab titles are browsable via SideQuest, but these apps can only be found within the Quest Store by searching their full title exactly.

While App Lab submissions must abide by Oculus’ VRCs, several checks have been relegated from requirements to recommendations, making App Lab far more likely to approve your app than the Quest Store is. App Lab submissions are also reviewed on a first-come, first-serve basis and, although review times will vary, these windows are generally quicker than those of the Quest Store.

App Lab’s more straightforward approval process means that its library is growing far quicker than that of the Quest Store. With a current catalog comprising over 500 games and new ones being added every day, apps distributed via App Lab without any congruent marketing plan run the risk of sinking in this vast sea of options. Although SideQuest allows users to browse through the entire App Lab library freely, the Quest Store will only show these titles if you search their entire names precisely as listed. For example, searching Pavlov Shack through the Quest Store will not yield any results, but searching Pavlov Shack Beta will. Because so few people will naturally stumble across your App Lab game, you bear the responsibility of making sure your app gets seen.

SideQuest

SideQuest is essentially a giant, third-party store for Oculus Quest. It enables you to sideload games and apps onto your headset, provided you have access to a computer or mobile device. This distribution channel is the least accessible of the three as it also requires users to have their headsets in developer mode. However, unlike the Quest Store and App Lab, SideQuest submissions do not need to be approved by Oculus directly. Instead, these games and apps undergo a simpler, quicker administrative process that does not require your game to comply with any VRCs. SideQuest provides the quickest route for developers to share new builds with team members, playtesters, or friends.

Virtual Reality Checks to Keep in Mind

Getting an app approved by Oculus is easier said than done. Therefore, developers should be mindful of key VRCs as early as possible in order to ensure that major game design decisions are made with Oculus’ high standards in mind. After having undergone much of the optimization required to ready Loam Sandbox for official release, let’s briefly explore each of the eleven categories listed within the Virtual Reality Check guideline. This high-level overview of the requirements and recommendations will only apply to prospective Quest Store and App Lab games and apps.

1. Packaging

Packaging VRCs exist to ensure that every app available in the Quest Store and App Lab adheres to Oculus’ app packaging and formatting standards. There are six different required checks within this category regardless of whether you are submitting to App Lab or the Quest Store. One requirement, VRC.Quest.Packaging.5, requires that every submission be formatted as an APK file and smaller than 1 GB in size.

For a detailed look at the requirements that your app’s APK file must conform to, visit here.

2. Audio

The only Virtual Reality Check within this category is VRC.Quest.Audio.1, an optional recommendation for your app to support 3D audio spatialization features. Though not a requirement, incorporating audio spatialization within your game will mean that your app’s audio output will change as the user’s positioning does. We recommend that you consider implementing 3D audio within your games because doing so will add an immersive gameplay element, positively impacting player experiences.

3. Performance

Performance VRCs exist to ensure that the gameplay provided by titles available for Quest is of consistently high quality. This category comprises two App Lab requirements or three Quest Store requirements that concern your app’s refresh rate, runtime, and responsiveness.

Adhering to these checks can be difficult, thankfully there are several tools, such as the Developer Hub, that will enable you to accurately track the performance and overall functionality of your Quest apps. VRC.Quest.Performance.1 requires all App Lab and Quest Store listings to run at specified refresh rate minimums of 60 Hz and 72 Hz, respectively. You’ll want to keep this VRC in the back of your mind as you develop your game because its performance will benefit greatly from finding alternatives to CPU-intensive design choices.

We suggest using transparencies sparingly; whenever we made too many of Loam’s colors or textures see-through, we would experience drastic dips in frame rate. We also noticed that rigging critter skeletons within Unity would create a similar effect. To hear art optimization insights directly from our team, visit here.

We recommend sideloading OVR Metrics onto your headset and toggling on its persistent overlay setting. This will provide a real-time display of your app’s frame rate as you test its performance.

4. Functional

Oculus has created thirteen functional VRCs to ensure that all apps listed on App Lab and Quest Store run smoothly. Together, they prevent crashes, freezes, extended unresponsive states, and other game-breaking errors. Four of these checks are recommendations for App Lab submissions, while only one check is a recommendation for the Quest Store.

Developers seeking a spot in the Quest Store should keep VRC.Quest.Functional.1 in mind as they produce their games and apps. Because it requires you to be able to play through content for at least 45 minutes without any major errors, crashes, or freezing, this check could potentially impact your game’s design. VRC.Quest.Functional.1 is merely a recommendation for App Lab submissions, making that that ideal distribution avenue for early access games and demos not yet long enough for the Quest Store.

Visit here for a complete list of functional VRCs.

5. Security

Two security VRCs ensure that every Quest app respects and protects the privacy and integrity of customer data. Made up of one recommendation and a requirement, this is among the more straightforward categories. VRC.Quest.Security.2 is the only security check that developers must abide by; it requires your app to request no more than the minimum number of permissions needed for it properly function.

For more details, visit here.

6. Tracking

The tracking category of VRCs consists of one mandatory check for both Quest Store and App Lab submissions. To comply with VRC.Quest.Tracking.1, your app’s metadata must meet Oculus’ requirements for sitting, standing, and roomscale play modes. You can take an in-depth look at this Virtual Reality Check here.

7. Input

Seven input VRCs relate to your app’s controls scheme and commands. This category is comprised of four and five requirements for App Lab and Quest Store, respectively; they function to maintain consistent interactivity from one Quest app to the next. For example, VRC.Quest.Input.4 makes sure that, when the user pulls up Quest’s Universal Menu, every Quest app continues to render in the background but hides the user’s hands.

If you plan on implementing hand tracking within your app, you’ll need to pay particular attention to this category. View all seven VRCs within the input category here.

8. Assets

Each of the eight VRCs included within this category is required of Quest Store submissions, but only half are needed for App Lab titles. These checks refer to the assets that will accompany your game within each distribution channel, ensuring that your app’s logos, screenshots, description, and trailer meet Oculus’ expectations. Though you may not be required to abide by every check if you’re looking to submit to App Lab, it’s important that you consider every check as you plan and create the marketing materials that will help your game stand out.

Clear cover art, for example, is only a requirement for the Quest Store, but this is an asset that will undoubtedly help your game stand out on App Lab too. Keep in mind that you will need multiple cover art images of different sizes and dimensions in order for your graphics to look their best in different areas of these distribution platforms.

As you plan your game’s trailer, you should keep VRC.Quest.Asset.7 in mind — a required check limiting your trailer’s length to two minutes or less. While recording, take advantage of SideQuest’s ability to run ADB commands on your headset and alter the dimensions and bitrate settings of your Quest’s native screen-record feature. Also remember that, due to VRC.Quest.Asset.6, no asset accompanying your game can feature another VR platform’s headset or controllers.

9. Accessibility

Although none of these checks are requirements for either distribution channel, the accessibility category spans nine recommendations, making it among the largest sections throughout the Quest Virtual Reality Check guideline. Failing to incorporate any of these suggestions won’t invalidate your submission, but we recommend developers implement these checks as well because they make sure that your game accommodates a variety of users.

Making adding subtitles, making text clear and legible, and incorporating color blindness options within your app’s settings are invaluable ways of making sure that it is accessible to the broadest audience possible. For every suggestion within this category, visit here.

10. Streaming

Streaming VRCs exist to guarantee all Quest apps are capable of providing smooth streaming experiences. VRC.Quest.Streaming.2 is the only required streaming check, making streaming among the simpler categories to comply with. You’ll just need to make sure that your app can only stream VR content to local PCs that the user has physical access to.

11. Privacy

Five required privacy checks ensure that all games comply with Oculus’ Privacy Policy requirements. Your app’s Privacy Policy must clearly explain what data is being collected, what it is being used for, and how users may request that their stored data be deleted. All five checks included within this category are requirements for titles on either the Quest Store or App Lab.

Click here for more information regarding Oculus’ Privacy Policy Requirements.

Have you submitted an app through the Quest Store, App Lab, or SideQuest? Are you planning to do so? Let us know what your submission process was like by leaving a comment below or tagging us on Twitter: @AmebousLabs

--

--

Amebous Labs

Amebous Labs unites innovative developers, artists, and writers to create groundbreaking, immersive games and entertainment.