Quick answer: Test on real hardware including low-end devices, prioritize what your players actually use, let field crash data fill coverage gaps, and treat your dev machine as least representative.
Testing only on your own machine is one of the most common ways indie developers ship device-specific bugs, because your hardware is the least representative device your players use. Here are practical tips for testing your game on real devices.
Test on a Range Including Low-End Hardware
Your players run a huge range of hardware, and the 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, since that's where memory limits, performance issues, and device-specific crashes actually show up.
Bugnet captures crashes with device context from the field, so you see which real devices are affected when something goes wrong. 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, the 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 actually on, so you can prioritize your test matrix by real usage. Focusing real-device testing on your actual player population is what makes limited testing time cover the cases that matter most.
Let Field Crash Data Fill the Coverage Gaps
No matter how many devices you test, 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, turning your whole player base into device coverage.
Bugnet captures crashes with full device context from real players, so untested devices surface their issues automatically. So test 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 real hardware including low-end devices, prioritize what your players actually use, and let field crash data with device context fill the coverage gaps. Your dev machine is the least representative device.