Testing in VR world
summary
Two main device classes — phone/cardboard and full headsets with hand controllers — drive different test strategies and the list of checks here: Unity profiler traces CPU, GPU, memory, audio and physics; performance fails when object count, lights or shadows rise; motion sickness is reduced by static cockpit scenes and high frame rate; accessibility needs include gaze-to-click and readable subtitles; safety tests cover real‑world alarms and proximity limits to prevent virtual assault; an open‑source cross-platform automation IDE is being extended to run end‑to‑end VR automation and a small VR museum prototype already exists.
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chapters (6)
- 0:00Start
- 1:11What is VR?
- 3:423. VR for testers
- 6:494.1. Functional testing (2)
- 10:264.2. PERFORMANCE TESTING (2)
- 24:36Future?
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