Quick answer: QA test boot reliability by testing the first launch on a clean system, cold and warm boots, boots across the range of hardware and OS versions, and boots under adverse conditions, since a game that fails to start is the most catastrophic failure of all, lost before the player sees anything. Capture startup crashes specifically, since they are common, varied, and especially damaging.
Of all the ways a game can fail, failing to boot is the worst, because a player who cannot even start the game gets nothing, forms an immediately negative impression, and is likely to refund or abandon before they see a single frame. Boot and startup is also a surprisingly fragile and varied phase, since it involves initializing everything, loading configuration, detecting hardware, setting up graphics, reading saves, and any of these can fail in ways that depend heavily on the player's specific system, especially on first launch on a clean machine, which behaves differently from your development machine with everything already set up. QA testing boot reliability means deliberately testing startup across the conditions where it fails. Here is how.
Boot failure is the most catastrophic failure
A boot failure, the game failing to start, is the most catastrophic bug possible, because it denies the player everything, they cannot play at all, get an immediately negative impression, and, having paid for a game that does not even run, are highly likely to refund and leave a damning review. No in-game quality matters to a player who cannot boot.
Boot failures are also disproportionately damaging because they hit at the very first moment, before any of the game's appeal can win the player over, so a boot failure converts directly to a lost player and often a public complaint. The first impression is no impression at all. Understanding that boot failure is the most catastrophic failure frames startup reliability as a top QA priority, since everything else in the game is irrelevant to a player who cannot start it, and a boot failure is among the most direct causes of refunds and negative reviews, making the reliability of the startup the foundation on which all other quality depends.
Test the first launch on a clean system
The most important and most overlooked boot test is the first launch on a clean system, since first launch behaves differently from subsequent launches, there is no existing configuration, no save, no prior setup, and the game must initialize everything from scratch, which is exactly where first-run bugs hide. Test on a clean machine without your development environment's accumulated setup.
Your development machine is the worst place to test first launch, since it has everything already installed and configured, masking the first-run dependencies and setup steps a real player's clean machine lacks. Test on a fresh system, or one cleaned of your game's prior state. Testing the first launch on a clean system is critical because first launch is both the most fragile boot, initializing everything fresh, and the most consequential, the player's very first experience, yet the easiest to get wrong since developers never experience a true first launch on their set-up machines, so deliberately testing it on a clean system is what catches the first-run boot failures that would otherwise hit every new player.
Test cold and warm boots
Beyond first launch, test both cold and warm boots, a cold boot being the first start after the system itself started or the game was fully closed, and a warm boot being a restart soon after, since these can behave differently, with cold boots exercising more initialization and being more prone to timing and resource issues. Test both to cover the range of startup conditions.
Cold boots especially can expose timing-dependent startup bugs, since more must initialize from scratch and the system may be busier, while repeated boots can reveal startup state that does not clean up between runs. Cover the variations of how players actually start the game. Testing cold and warm boots ensures startup reliability across the real ways players launch the game, since the conditions of a cold start differ from a warm restart and bugs can hide in either, so exercising both, along with repeated boots, covers the startup variations that single-condition testing would miss, hardening the boot against the range of conditions real players' launches present.
Test boot across hardware and OS
Boot depends heavily on the system, since startup detects hardware, sets up graphics, and reads configuration, all of which vary by machine, so test boot across the range of hardware and OS versions your players use, since a boot that succeeds on your machine can fail on different hardware, a different GPU, an older OS, missing dependencies. Boot failures cluster by system configuration.
Graphics initialization especially is a common boot failure point, since setting up the graphics device depends on the GPU, drivers, and OS, and varies widely, so test boot across GPU vendors and driver versions. The hardware range is where boot fails. Testing boot across hardware and OS addresses the system-dependence of startup, since boot's detection and initialization of the player's specific hardware is exactly where it fails for configurations you did not test, and exercising boot across representative hardware tiers, GPU vendors, and OS versions is what catches the system-specific boot failures that would otherwise strand the players on those configurations before they ever play.
Test boot under adverse conditions
Boot can fail under adverse conditions, so test them: booting with a corrupted or missing configuration or save (does the game recover or crash?), booting with low memory or disk space, booting with missing or wrong permissions, booting after an unclean shutdown. These adverse conditions are real, players' systems get into bad states, and the boot must handle them gracefully rather than failing hard.
The corrupted-save or corrupted-config boot is especially important, since a game that crashes on boot because of a bad save file strands the player with no way in, when it should detect and recover, so test booting with damaged data deliberately. Real systems present bad conditions. Testing boot under adverse conditions hardens startup against the bad states real players' systems get into, since boot must cope with corrupted data, low resources, and bad permissions rather than failing catastrophically, and a game that boots only under clean conditions will fail for the players whose systems are in the imperfect states that deliberately testing adverse boot conditions is what prepares the startup to handle.
Capture the startup crashes
Startup crashes are common, varied, and especially damaging, so capture them specifically, ensuring your crash reporting captures crashes during boot with the context, the hardware, the OS, where in startup it failed, attached, since startup crashes depend heavily on the system and need that context to diagnose. Capturing boot crashes is challenging since the crash happens before the game is fully up, but vital.
Bugnet captures crashes with hardware and platform context, including startup crashes, so a boot failure in the field arrives diagnosable with the system context that points at the cause, and grouping reveals whether boot failures cluster on particular hardware or OS. Boot crashes are exactly the system-dependent failures field capture illuminates. Capturing the startup crashes completes boot QA, since boot failures are the most catastrophic and most system-dependent bugs, and capturing them from the field, with the hardware and OS context that reveals which systems they hit, is what lets you find and fix the boot failures stranding real players on configurations beyond your testing, protecting the most critical moment of all, the player's ability to start the game.
Failing to boot is the worst failure. Test first launch on a clean system, cold/warm boots across hardware, adverse conditions, and capture startup crashes.