Quick answer: To handle device fragmentation: target a sensible hardware range with scalable settings, test on representative devices, and capture crashes from the full real device population.

Device fragmentation, especially on mobile, means thousands of hardware combinations. These are the steps to handle it.

Step 1: Target a Sensible Hardware Range

Start by targeting a sensible range of hardware rather than trying to support everything: set a minimum spec, and use scalable settings so the game adapts across the range (low-end players reduce demands, high-end players turn them up). Defining and adapting to a range makes fragmentation manageable.

Bugnet helps you set the range based on reality: it captures crashes and performance tagged with device, so you see the actual hardware your players use and how the game performs across it, letting you target a range grounded in your real player population rather than guessing.

Step 2: Test on Representative Devices

Next, test on a representative sample of the fragmented range: you cannot test every device, so test on hardware spanning your target range (different tiers, OS versions, especially low-end), to catch the most common device-specific issues before release. Representative testing covers the bulk of your players' hardware.

Bugnet tells you what is representative: it shows which devices your players actually use and which ones crash, so you can choose representative test devices that match your real player base and focus on the hardware most likely to have problems, making your limited device testing count.

Step 3: Capture Crashes From the Full Real Population

Finally, capture crashes from the full real device population in production, because fragmentation guarantees issues on devices you did not test: real-world capture catches the device-specific crashes across the complete range of hardware players use, which testing cannot cover. This is how you handle the long tail of fragmentation.

Bugnet is built for this: it captures crashes tagged with device and OS from your entire real player base and groups them by signature, so device-specific issues across the fragmented range surface from real usage (far more devices than you could test) with the context to fix them, handling the fragmentation testing cannot.

To handle device fragmentation: target a sensible hardware range with scalable settings, test on representative devices, and capture crashes from the full real device population, fragmentation means you cannot test everything, so real-world capture is essential.