Quick answer: Test on a range of real hardware including low-end devices, prioritize what your players actually use, and let field crash data fill the gaps. Real-device testing catches what your dev machine hides; field data extends coverage.

Testing only on your own machine ships device-specific bugs, since your hardware is the least representative device your players use. Here are the best practices for testing on real devices.

Test on a Range Including Low-End Hardware

Problems cluster on the devices least like your dev machine, the low-end and older ones, so test on a range that includes low-end hardware. That's where memory limits, performance issues, and device-specific crashes surface, so testing there catches the problems your high-end machine hides.

Bugnet captures crashes with device context, so device-specific issues are identifiable. Testing on low-end hardware deliberately catches the problems your high-end dev machine hides, which are exactly the ones that generate crash reports after launch.

Prioritize the Devices Your Players Actually Use

You can't test every device, so prioritize the ones your players actually use, the popular phones, common GPUs, the platforms most of your base is on. Testing the devices with the most players covers the most real-world cases for your limited testing time, rather than spreading thin.

Bugnet's device data shows you which hardware your players are on, so you can prioritize your test matrix by real usage. Prioritizing by real usage is what makes limited real-device testing cover the cases that matter most to your actual audience.

Let Field Crash Data Fill the Coverage Gaps

You can't cover everything players have, so let field crash data fill the gaps, capturing crashes from the field with device context means the devices you couldn't test still report their problems. Field data turns your whole player base into device coverage you couldn't otherwise afford.

Bugnet captures crashes with full device context from real players, so untested devices surface their issues. So practice testing on real devices by covering a range including low-end, prioritizing what players use, and letting field data fill gaps, catching device-specific problems your dev machine hides.

Test on a range of real hardware including low-end devices, prioritize what your players actually use, and let field crash data fill the gaps. Real-device testing catches what your dev machine hides; field data extends coverage.