# Niagara GPU particles Sim on Meta Quest 2/3 ?

**URL:** <https://forums.unrealengine.com/t/niagara-gpu-particles-sim-on-meta-quest-2-3/1646543>\
**Category:** XR Development\
**Tags:** oculus-quest, unreal-engine, Rendering, question\
**Created:** [January 27, 2024, 2:34pm UTC](https://forums.unrealengine.com/t/niagara-gpu-particles-sim-on-meta-quest-2-3/1646543 "2024-01-27T14:34:55Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![PoOlluX\_fr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PoOlluX\_fr](https://forums.unrealengine.com/u/PoOlluX_fr)\
**Post date:** [January 27, 2024, 2:34pm UTC](https://forums.unrealengine.com/t/niagara-gpu-particles-sim-on-meta-quest-2-3/1646543/1 "2024-01-27T14:34:55Z")

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Hello,

I have been trying to render Niagara particles with GPU as sim target in emitter properties for a meta Quest 2/3 app.  
When I preview in the editor in VR mode (PCVR) it works just fine but when I package an app for the quest 3 the particles won’t render.  
I’ve used the simple GPU emitter from the Epic content exemple project.  
When I set the sim mode to CPU, they render just fine on the quest packaged app.

I would like to know if GPU sim mode is just unavailable for Quest standalone or if there is some scpecific settings in UE for it to work ?  
I would like to use another particle system that needs GPU sim.

I have seen a few other topics that mention that GPU sim doesn’t work well on Quest but work nonetheless.

> [@Can GPU particles work on the Oculus Quest?](https://forums.unrealengine.com/t/can-gpu-particles-work-on-the-oculus-quest/492205):
>
> Hello, I am currently working on getting a project that used to be targeted toward the Vive working on the Oculus Quest. A few days ago I noticed that our (cascade) GPU particle effects weren’t working on the Quest. Once I swapped them over to CPU, and applied some minor tweaking they seemed to work just fine. However, some of our other effects rely on vector fields and thus need to be GPU. I am not entirely sure why the GPU particles do not work in the first place, as it appears that GPU partic…

Thanks !

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**Author:** ![shadymorningstar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@shadymorningstar](https://forums.unrealengine.com/u/shadymorningstar)\
**Post date:** [February 20, 2024, 8:32am UTC](https://forums.unrealengine.com/t/niagara-gpu-particles-sim-on-meta-quest-2-3/1646543/2 "2024-02-20T08:32:19Z")

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The quest standalone does not support the GPU particle effects. It only supports the CPU rendering. However if you are making a Windows-VR then GPU particles should work fine.

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**Author:** ![PoOlluX\_fr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PoOlluX\_fr](https://forums.unrealengine.com/u/PoOlluX_fr)\
**Post date:** [February 23, 2024, 10:45am UTC](https://forums.unrealengine.com/t/niagara-gpu-particles-sim-on-meta-quest-2-3/1646543/3 "2024-02-23T10:45:43Z")

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Hello,

thanks for your answer.  
I’ll stick with CPU particles for now then !

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**Author:** ![NadirWW](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NadirWW](https://forums.unrealengine.com/u/NadirWW)\
**Post date:** [April 30, 2024, 2:31am UTC](https://forums.unrealengine.com/t/niagara-gpu-particles-sim-on-meta-quest-2-3/1646543/4 "2024-04-30T02:31:50Z")

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Looks like this needs to be set in the engine config file - For some reason Meta Quest 3 uses Oculus Quest device profile

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/9/6/f966b1a9ca199d96765eec36940368f1b7cc37fc.png)

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**Author:** ![PoOlluX\_fr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PoOlluX\_fr](https://forums.unrealengine.com/u/PoOlluX_fr)\
**Post date:** [May 11, 2024, 8:48am UTC](https://forums.unrealengine.com/t/niagara-gpu-particles-sim-on-meta-quest-2-3/1646543/5 "2024-05-11T08:48:46Z")

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Hey,

Thank you for this info !  
It does work 🙂 !!

I guess I have to be careful with it but for template particles it is ok for now.

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**Author:** ![XRLab-SHSU](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@XRLab-SHSU](https://forums.unrealengine.com/u/XRLab-SHSU)\
**Post date:** [June 5, 2024, 10:02pm UTC](https://forums.unrealengine.com/t/niagara-gpu-particles-sim-on-meta-quest-2-3/1646543/6 "2024-06-05T22:02:03Z")

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Hi! Can you please explain how you got to this part? Also, does it simply just not work on Metaquest 2?

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**Author:** ![VictorLerp](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/victorlerp/32/738381_2.png) [@VictorLerp](https://forums.unrealengine.com/u/VictorLerp)\
**Post date:** [June 6, 2024, 3:31pm UTC](https://forums.unrealengine.com/t/niagara-gpu-particles-sim-on-meta-quest-2-3/1646543/7 "2024-06-06T15:31:11Z")

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We added a device profile for Quest 3 in 5.4, but you also need to make sure that you have `quest3` in Project Settings → Android → Advanced APK Packaging → Extra Settings for `<application>` like so:

`<meta-data android:name="com.oculus.supportedDevices" android:value="quest2|quest3|questpro" />`

If you don’t, your Quest 3 will run in Quest 2 compatibility mode, and load the Quest 2 device profile.

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**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [July 6, 2024, 3:31pm UTC](https://forums.unrealengine.com/t/niagara-gpu-particles-sim-on-meta-quest-2-3/1646543/8 "2024-07-06T15:31:39Z")

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