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Challenges In Quality Assurance Of VR Games & Apps

By February 26, 2018January 1st, 2024No Comments

Virtual Reality(VR) is a computer made condition that allows you experience an alternate reality. Typically, a VR headset is made to fit around your head and cover your eyes while excluding you from our immediate physical environment. Pictures are then displayed to you from a very close focal point of view. With the aid of VR, you can essentially view a film like you were part of it, climb the Grand Canyon, Visit the Louvre and participate actively in a computer game right from your own chair at home.

VR frameworks make it possible to transmit various sensations and vibrations to the client via a diversion controller or a series of other gadgets called haptic frameworks. In other areas of application such as video gaming, therapeutic and military preparing applications, this material data is referred to as power criticism. Thus, heightened reality framework can also be referred to as a kind of VR that depicts virtual data via a live camera bolster into a cell phone, table gadget or headset.

Present Virtual Reality

In 2018, the bulk of the major tech giants like Apple, Google, Amazon, Sony, Facebook, Samsung and Microsoft organized AR/VR forums and unveiled new hardware. This development also came with perceived challenges for VR. Generally, before the content is available to the end-user, it has to go through thorough testing by a team of expert testers and developers. Issues in the form of Quality Assurance Challenges of VR Games are proving to be quite a hurdle for most of the QA testers. VR is altering the QA process by the following ways outlined below:

Specs

If a new tester does not properly adhere to the hardware instructions of the VR, it can directly cause a strain on the eye. Even if the tester has permanent spectacles on while conducting the test, it could still be harmful to the eyes. Rather the VR cannot be used on top of the spectacles. 

Space

While the customary QA can be carried out in tight spaces, VR testing requires a whole lot of vacant ground. Testers are required to move around without feeling the physical space that surrounds them. What may be fairly straightforward for normal analyzers to spot, a VR analyzer may find it difficult. This surpasses the main furniture setting and transcends into everyday activities: on the back of the probability that IT is somewhere close by looking to fix an issue for the analyzer. The extra objects and individuals are easy to see for an ordinary analyzer but the situation is quite the opposite for VR analyzers who despite being aware of things in their surrounding, may forget somewhere along the line during testing. To ensure that the workplace remains in order, everybody has a duty to ensure that the surrounding area is clear whilst testing.

Sunlight

Generally, lighting and window blinds would be balanced to ensure analyzers have adequate lighting (natural or artificial) for the rest of the day with the absence of normal daylight on their screen. VR analyzers can become engulfed during testing for a while without noticing any change to their real condition, finally, when they take off their headset they may be faced with having to deal with direct daylight right in their eyes, causing panic situation as well as unwanted stress on the eyes.

Motion Sickness

VR motion sickness actually exists and it is one of the biggest issues that QA analyzers have to deal with. Despite the fact that some people are more prone to its effect than others; screening analyzers remain essential. Whether or not the analyzer is successful is inconsequential because if there is a slight chance that they get devitalized in the course of wearing the headset even for a minute, then they can be no good for VR.

Regardless, for other people who are less prone to motion sickness, most of them would end up wiping out any initial movement after testing for a longer period, because this is essential in aiding battle VR-incited scenarios. Analyzers may decide their own break periods as opposed to setting a definite one. Where a few analyzers may choose to take a few minutes intermittently, others may test for an extended period of time and take a much longer break after many hours of testing.

Documentation (Text Files, Walkthroughs, Test Plans)

Owing to the fact that VR analyzers immerse themselves in their condition, the probability of making any records or documentation such as time-basic walkthrough or test plans for reference becomes increasingly difficult. Steps may not be very apparent if a test design consists of specific and vast numbers of testing methods, and presiding over content becomes much more difficult to reference as opposed to a content document. The easiest approach to solving this dilemma for QA analyzers would be to have somebody close by that the analyzer could interact with. It could be as simple as having a moment analyzer recite the test design while the VR analyzer explores the virtual world, or having the VR analyzer read out instructions so that basically anyone can hear the instruction being given and have a moment analyzer reference it against the main content record.

A Separate Group

Traditional QA analyzers usually class titles based on the analyzers understanding of a specific subject. In contrast, VR requires that the correct categories be taken into consideration whilst picking the right group. For instance, imagine the most horrific movie scene you have seen, now picture that same scenario in a computer game and immerse yourself in it with a VR headset. While it may at first appear to be thrilling to have somebody from the group alert the others about a beast or monster on the attack, it can quickly become uncomfortable if this always had to repeat itself. Have a conversation separately with each analyzer and get their own take regarding the diversion.

What lies ahead

Every new innovation comes with its own equal share of drawbacks. Usually, it is difficult to tell apart an analyzer that is focused on one viewpoint from one who has moved on to another. The absence of mindfulness with regard to VR innovation in high introductory ventures, recreations, spatial inconvenience, the hazards of mental and physical harms and similar problems arising about the comfort of virtual reality gadgets may indeed signify a hurdle for the emerging VR innovation industry in computer games.

The ever-evolving VR platforms will obviously be a very bad example of the expression that prevention is actually better than cure!

 

Article by,

Laxmikant Thipse

CEO & Founder

GameCloud Technologies Private Limited