With the release of Oculus Quest, more and more players are jumping into Beat Saber. And while it’s easy enough to cut cubes to the beat, there’s a trick to achieving the highest score. Here’s how scoring works in Beat Saber.

Beat Saber requires decent timing to slice directional blocks on the beat, but unlike most rhythm games, getting the highest score is about swing technique, not perfect timing. If you’ve found yourself wondering ‘how do I get the highest score in Beat Saber‘, you aren’t alone—the details of the scoring mechanics aren’t well explained in the game itself, but luckily you’ve come to the right place.

This video from developer Beat Games shows that swinging in a wide arc (both before and after your cut) is key to achieving getting the most points out of each cut, while the alignment of your cut also helps to a degree.

While the video is correct in concept (and applies to all versions of the game), the score and angle values have been tweaked slightly; here’s a breakdown of the three factors at play.

  • Swing angle before cut – 100 degrees ideally
  • Swing angle after cut  – 60 degrees ideally
  • Center cut – closer to center of arrow means earns additional points

Collectively, both the swing angle before and after the cut contribute up to 100 points. The centrality of the cut contribute up to 15, meaning you can get a maximum of 115 point per note.

Of course there’s also the combo counter which you can see in-game on the right which stacks up to 8x for consecutive cuts and multiplies each cut score accordingly but drops back to 1x if you miss a block.

The key to going above A to achieve S and SS ranks is holding a steady combo and having the ideal cut technique.

If you’re hunting to top scores, check out the Practice Mode (activated on any song by tapping the graduation cap icon). With Practice Mode in Beat Saber you can play specific parts of the track and even play in slow motion to learn complex block patterns. While you practice, remember that swing angle contributes much more to your score (up to 100 points per block) than cut centrality (up to 15 points per block), so you’ll want to prioritize accordingly.

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Released in May, 2018 for Oculus Rift, HTC Vive, and Windows VR, Beat Saber quickly became one of the best selling VR games to date, passing one million units sold in less than a year. The game has since become available on both PSVR and Oculus Quest.

The studio is currently planning on bringing multiplayer, custom avatars, and custom sabers to the game, which would certainly add the already massively fun game a new dimension on top of their soon-to-come custom level maker.

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  • R3ST4RT

    I’ve personally found that the tracking of the oculus quest makes scoring highly per block a lot more challenging than when using my HTC vive. I usually like to swing really large and often times find myself starting my swing from behind my head or behind/near my hips. With the quest, I’ve been having to really focus my swings to stay in the tracking volume of the headset. While I know that the quest can interpolate controller position based on acceleration and whatnot when the controllers leave the tracking area, it just doesn’t give the same feeling and points than when I play on the vive.

    I would be curious to hear what other people who have both headsets have experienced.

    • Evol Love

      Same, but that is to be expected. Currently inside out camera based tracking while done well on the quest is still far from as robust as the steam tracking technology.

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    • Sven Viking

      Same, and unfortunately Quest’s controller reacquisition isn’t currently as fast as WMR. I get tracking issues resulting in multiple missed blocks per game (depending a bit on the song) if I take wide swings with my arms rather than my wrists, which is a pity since I find it much easier to play with the lighter Touch controllers compared to Vive wands (and my Rift is in an office without room to play). Still great that a stand-alone Beat Saber device even exists though, and it’s not impossible they’ll be able to improve the tracking software yet.

  • Yes, I was wondering why I couldn’t get a S during the demo, then I read the instructions. After that, I’ve become 1st in my local device classification!

  • nasprin

    Thats nice info for beginner players, but the problems with this scoring start with high level Expert+ Maps where blocks are so quick and there are so many of them you physically can’t make the full swing for each one.. Especially with the Vive controllers, as they are heavier.

    I would recommend the HitScoreVisualiser Mod for people just starting the game – makes it a lot easier to see if you are hitting the blocks correctly.

  • VR4EVER

    Great article! I find it a lot harder on the quest than on PSVR due to the touch controller being at an angle and very flimsy. Also the obvious problem of loosing up the battery cover in fast downswings but I now ordered the Mamut VR grip, that should help.

    Anyway, I had to learn all songs anew, since the „trusted old“ swing technique from PSVR doesn‘t work.

    I also have random tracking issues in that I cut a cube but it wont register it. Anybody else with that problem?

    I was really looking forward to this wireless version but somehow I play much less then I did on my PSVR, which I played daily. Thing is, I find it very hard to go back to wired VR and 180 tracking ….

  • impurekind

    Ah, I see: So trying to kinda “cheat” and do Wii-like waggles of mini motions without properly making actual swings of your saber is not the best way to go about it. You actually have to real Jedi-like swings. I like it!

    • namekuseijin

      I think wigglers are no fun kind of people. to play games you need a minimum of roleplaying and being in the right mindset, that of suspension of disbelief.