Manual
Compatibility testing
Compatibility testing verifies the game across the range of devices, operating systems, drivers, screen resolutions and peripherals your players will use. On PC and mobile that range is enormous, so the work is as much about choosing a representative matrix as it is about running the tests.
What it catches
- Shader compilation failures on specific GPU vendors or driver versions
- UI that clips or overlaps at uncommon aspect ratios
- Controller mappings that break with third-party or older pads
- Crashes on devices below the minimum spec that should fail gracefully
- Text that overflows its container at high OS-level font scaling
How the work actually goes
You cannot test every device, so compatibility work begins with a device matrix built from real market data: the GPUs and Android handsets your audience actually owns, weighted by share. A good matrix covers the extremes (the oldest supported device, the newest flagship) plus the dense middle where most players sit.
On mobile, fragmentation is the whole job. The same build can run flawlessly on one chipset and show corrupted textures on another because of how each vendor implements a graphics extension. Device farms let you reach breadth, but physical devices still matter for anything involving thermals, battery drain or touch latency.
Compatibility bugs are often the hardest to write up convincingly, because the developer cannot reproduce them on their own machine. Capture everything: device model, OS build number, driver version, a screen recording, and the full crash log. A compatibility report without the log is usually a report that gets closed as unreproducible.
Tools you'll meet
- Device farms (BrowserStack, AWS Device Farm)
- GPU vendor driver archives
- ADB and logcat
- Hardware monitoring overlays