Quick answer: Test on a representative set of real devices, covering your most common and most at-risk hardware, since emulators and your dev machine hide device-specific issues. Then back it with field crash capture to cover the long tail.
Testing on real devices catches problems that emulators and your dev machine hide, thermal throttling, real GPU drivers, memory limits, OS quirks. You can't own every device, but you can test smart and cover the rest with field data. Here's the practical approach.
Test a Representative Set of Real Hardware
You can't test thousands of device configurations, but you can cover the ones that matter: your most common devices (where most players are) and your most at-risk ones (low-end hardware, where performance and memory problems concentrate). A representative set catches the bulk of device-specific issues.
Real hardware reveals what emulators miss, actual thermal behavior, real drivers, true memory limits. Bugnet's device-tagged data helps you see which devices your players actually use, so you know which real devices are worth prioritizing for hands-on testing.
Know What Emulators Hide
Emulators are approximations, useful for quick iteration but unreliable for performance and hardware behavior. They don't replicate thermal throttling, real GPU driver quirks, or exact memory constraints, so a whole class of issues only appears on real hardware. Knowing this keeps you from trusting emulator results too far.
This is especially acute on mobile, where device diversity and thermals are huge. Real-device testing is where you catch the device-specific crashes and performance problems that emulators systematically miss, exactly the issues you most want to find before players do.
Cover the Rest With Field Capture
Since you can't own every device, pair targeted real-device testing with field crash capture. Crashes and performance tagged by device from real players reveal problems on the long tail of hardware you couldn't test, so your coverage is testing-plus-field rather than testing alone.
Bugnet captures crashes and performance by device from real players, so the configurations you couldn't test are covered after launch. Testing on real devices is testing a representative set by hand and backing it with field capture, which together give coverage neither provides alone.
Test a representative set of real devices, common and at-risk hardware, since emulators hide device-specific issues. Then back it with field crash capture to cover the devices you can't own.