Quick answer: Capture the crashes with device, memory, and OS context to confirm the clustering and find the cause (usually out-of-memory, an old OS version, or weak hardware), reduce demands to fit old-device constraints, and verify the crashes stop on old devices.
Old devices, older phones and modest PCs, are a real share of players, and they crash from their tight memory, weak hardware, and old OS versions, all invisible on your newer machine. Here is what to do when your game crashes on old devices.
Capture Crashes With Device and Memory Context
Old-device crashes are invisible on your newer machine, so capture them from the field with device, memory, and OS context, to confirm the crashes cluster on older devices and see the conditions (memory, OS version). Old devices' constraints only show in field data from those devices.
Bugnet captures crashes with device, memory, and OS context from the field, so you see the crashes clustering on old devices and the conditions. That confirms the problem is old-device-specific and reveals the cause (memory pressure, an old OS version), which you can't see on your newer device where old-device constraints don't exist.
Find the Old-Device Cause
Identify why old devices crash: out-of-memory (old devices have less RAM, and out-of-memory is a leading old-device crash, so crashes on low-RAM old devices point there), old OS versions (old devices run old OS versions that behave differently or lack capabilities), or weak hardware (hitting performance/capability limits). The captured memory and OS context reveals which.
Bugnet's captured device, memory, and OS context reveals the old-device cause, out-of-memory on low-RAM devices, an old OS version, or weak hardware. Knowing whether it's memory (the most common), an OS-version difference, or a hardware limit tells you what to fix to make the game run on old devices, rather than guessing at why old hardware crashes.
Reduce Demands to Fit Old Devices and Verify
Fix by fitting old-device constraints: reduce memory use (the common fix, optimize the footprint and offer scalable settings for low-RAM devices), support the old OS versions, and reduce demands on weak hardware. Then verify per version that the crashes stopped on the old devices, via field data since you may not own them.
Bugnet tracks crashes per version with device context, so after reducing demands you can confirm the crashes stopped on the old devices. This verifies the fix on the hardware that mattered, the old-device crashes gone in the field data, which you couldn't confirm on your newer machine, the field data from old devices is how you know you've made the game run on them.
When your game crashes on old devices, capture the crashes with device, memory, and OS context to find the cause (usually out-of-memory, an old OS version, or weak hardware), reduce demands to fit old-device constraints, and verify per version. Old-device crashes are invisible on your newer machine.