{"id":9236,"date":"2023-12-27T17:05:48","date_gmt":"2023-12-27T17:05:48","guid":{"rendered":"https:\/\/topat10.com\/?p=9236"},"modified":"2023-12-27T17:05:48","modified_gmt":"2023-12-27T17:05:48","slug":"vomit-and-ginger-candy-inside-the-vr-qa-process","status":"publish","type":"post","link":"https:\/\/topat10.com\/?p=9236","title":{"rendered":"Vomit And Ginger Candy: Inside The VR QA Process"},"content":{"rendered":"<p> <br \/>\n<\/p>\n<div property=\"schema:text\">\n<p>Introduction<\/p>\n<p>Climbing a skyscraper for the 25th time in a day quickly erodes the novelty of virtual reality.<\/p>\n<p>For over three years, Attila Kardos was one of the quality assurance testers at PlayStation Liverpool, one of the testing centers of Sony Interactive Entertainment Europe. During his tenure, he worked on first-party behemoths like God of War, Horizon: Zero Dawn, and Detroit: Become Human. But today, he\u02bcs talking about a different type of testing involving a headset and physically mimicking movements for multiple hours at your office desk.<\/p>\n<p>In games like Blood &amp; Truth, where you take a starring role in action movie-esque setpieces, the fun factor of virtual reality quickly makes itself apparent. However, experiences like this can be taxing. A player can stop at any time. A tester doesn\u02bct have that luxury. It doesn\u02bct take long for the monotonous physical effort to take a toll. And then they have to show up at work the next day and do it all again.<\/p>\n<article data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"view_mode:file.body_default_rendered\" data-entity-embed-display-settings=\"{&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Job Simulator&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-entity-type=\"file\" data-entity-uuid=\"1fdf1043-2c6b-4554-9102-00d05099c326\" data-langcode=\"en\" class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2023\/12\/19\/1a316e98\/vr_02.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default lazyload\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<p>Job Simulator<\/p>\n<\/article>\n<p>\u201cEventually, you start feeling your shoulders,\u201d Kardos laughs. \u201cYou feel the extra muscle pain.\u201d<\/p>\n<p>On average, he spent five to six hours a day in VR. He says it was \u201cpretty intense,\u201d to the extent that some colleagues asked management to swap to non-VR projects. Eventually, Kardos got acclimatized to working in virtual reality and recalls the experience fondly. However, during the first two weeks, he\u02bcd often feel \u201cdetached from reality\u201d whenever he moved his head around after clocking out from work.<\/p>\n<p>As companies continue to iterate on past foundations or release new platforms altogether, from PlayStation to Apple, VR is constantly innovating. But the work conditions for QA folks who learn the inside out of these technologies rarely are. <i>Game Informer<\/i> spoke to testers, artists, and engineers who worked on VR games like Beat Saber, Job Simulator, Cosmonious High, Resident Evil 4 VR, and Blood &amp; Truth about the differences with regular testing, how elements like physicality and hygiene come into play, unorthodox workarounds, and the unsung tradition of ginger candy.<\/p>\n<article data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"view_mode:file.body_default_rendered\" data-entity-embed-display-settings=\"{&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Rift&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-entity-type=\"file\" data-entity-uuid=\"92b4dc0a-2e6f-40d6-b5b4-6fce6466abe4\" data-langcode=\"en\" class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2023\/12\/19\/157339d8\/vr_03.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default lazyload\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<p>Rift<\/p>\n<\/article>\n<p>Into Another Dimension<\/p>\n<h2>Into Another Dimension<\/h2>\n<p>VR leaping into the mainstream meant new considerations for game development. And, as a consequence, testing. In order to understand the differences with traditional QA practices, it\u02bcs important to look back at the technology\u02bcs origins to understand how impactful of a precedent it would set.<\/p>\n<p>Few studios have the institutional knowledge of Owlchemy Labs. Based in Austin, Texas, the team began experimenting with the technology when the HTC Vive and Oculus Rift were only prototypes. There was no documentation or beginner\u02bcs manual. As promising as this empty virtual canvas was, it was a long time until the studio saw that potential materialized. \u201cWe had a very early headset that would shock you if you touched it on the wrong part of the circuit board,\u201d says Graeme Borland, gameplay director at Owlchemy since 2013. \u201c[It was] that level of true prototype.\u201d<\/p>\n<p>Multiple new considerations quickly came into play. Comfort, both inside and outside the headset, was paramount. As a principle, it intertwined with everything: locomotion methods, figuring out how elements like framerate and draw distances could make or break the experience, and the fact that visual bugs could lead to immediate discomfort.<\/p>\n<article data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"view_mode:file.body_default_rendered\" data-entity-embed-display-settings=\"{&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Cosmonious High&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-entity-type=\"file\" data-entity-uuid=\"7c85b0ee-0c4e-4678-8fee-27fa0ed45046\" data-langcode=\"en\" class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2023\/12\/19\/1463b4fe\/vr_04.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default lazyload\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<p>Cosmonious High<\/p>\n<\/article>\n<p>During the first few years of the main headset companies, trial and error and experimentation led to different ideas. Unlike Owlchemy\u02bcs Job Simulator, which had sold over a million copies by 2020, not every early project managed to successfully combine its ideas with this emerging technology. Such was the case of Rigs: Mechanized Combat League, developed by Guerrilla Cambridge and published by Sony.<\/p>\n<p>\u201cIt was the first version of PlayStation VR, so we had resolution problems, sweaty eyes, everything was very fresh,\u201d Kardos says. Rigs was his first project. In it, you\u02bcre sitting in the cockpit of a mech \u2013 the movement of the robot\u02bcs head, and as a result, your view direction, was controlled with the VR headset, while the body relied on the controller. Kardos thinks that\u02bcs one of the things that compromised the end result, as it was \u201cabsolutely dreadful\u201d to run around and fight in arenas. As a fast-paced shooter with multiplayer modes, there were many things happening on screen at all times. It didn\u02bct take long to feel dizzy.<\/p>\n<p>According to Kardos, there was a market research report dictating that \u201cthere are not many people interested in these kinds of games.\u201d Initial feedback was fairly rough, too, pinpointing the complicated control scheme and proneness to motion sickness as weak points. Sony closed Guerilla Cambridge in 2017, a year after Rigs\u2019 release.<\/p>\n<article data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"view_mode:file.body_default_rendered\" data-entity-type=\"file\" data-entity-uuid=\"d0a21694-8205-4b61-a2ed-d19e829a29f6\" data-langcode=\"en\" data-entity-embed-display-settings=\"[]\" class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2023\/12\/19\/b4c64d0a\/vr_05.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default lazyload\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<\/article>\n<p>Go Move<\/p>\n<h2>Go Move<\/h2>\n<p>In terms of the testing itself, most of the regular QA processes are compatible. Tasks such as bug reports or running test cases \u2013 checklists of specific elements to test in different environments \u2013 largely apply to VR. The problem is that even mundane actions such as switching to a second monitor to take notes or sending a Slack message turn cumbersome.<\/p>\n<p>Both Borland and Ben Hopkins, principal graphics engineer at Owlchemy, reinforce that the human experience of being inside a game is a significant factor of developing for VR. To try and mitigate constant usage of the headset, the team implemented a debug system, which essentially allows them to play the game with mouse and keyboard. \u201cIt\u02bcs good for a fast iteration, but there are so many things you can\u02bct actually understand whether they work or not unless you\u02bcre actually in the headset,\u201d he says.<\/p>\n<p>When asking the QA testers at Owlchemy if they ever use the debug editor, they reply with laughter. \u201cThe approach is very different,\u201d says Jessica Fly, senior QA specialist. Previously, she worked at Cloud Imperium Games testing Star Citizen. All she needed was to boot up the game on a flat screen, and she was set. The routine now involves putting on the headset and ensuring the room is set up properly to avoid tripping over anything. And that\u02bcs before the actual physicality of the job.<\/p>\n<article data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"view_mode:file.body_default_rendered\" data-entity-embed-display-settings=\"{&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Blood \\u0026 Truth&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-entity-type=\"file\" data-entity-uuid=\"fed23f2b-945c-4da1-88c5-c984f85e24e9\" data-langcode=\"en\" class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2023\/12\/19\/9883c626\/vr_06.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default lazyload\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<p>Blood &amp; Truth<\/p>\n<\/article>\n<p>A clear example arises when doing full regression testing. During this stage, testers go through the game after an update or new version to ensure nothing is broken. In the case of Cosmonious High, one of the tasks involves testing all 18 recipes, each requiring a mixing-in-a-bowl type of movement. \u201cIt\u02bcs really murder on the arms,\u201d Fly says. \u201cThere\u02bcs this physical part of VR testing that is honestly one of the things that interest me.\u201d<\/p>\n<p>\u201cBefore Owlchemy, I was at Blizzard working on Hearthstone, and I can\u02bct think of a stronger differential between testing a fully immersive VR video game and testing a digital card game,\u201d says Paul Henderson, QA tester 1 at Owlchemy. \u201cYou go from a game that is the most basic inputs; you drag a card to the slot, you drag it to your opponent to how can you move? That\u02bcs your inputs! Go move.\u201d<\/p>\n<p>Through the Motions<\/p>\n<h2>Through the Motions<\/h2>\n<p>Mayank Lal joined Keywords Studios in Gurgaon, India, back in early 2017. He started as a QA games tester. Almost seven years later, he\u02bcs a quality assurance test lead. During this time, Lal witnessed VR gaining more relevance in the studio\u02bcs portfolio. This, thankfully, led to better conditions for the 40 dedicated VR testers out of around 200 employees.<\/p>\n<p>In the beginning, things were messy. It started with a partnership with Oculus back when Meta (formerly Facebook) wasn\u02bct involved. Testers quickly realized some issues needed to be addressed. \u201cOne of the most common things that we observed as testers in that particular time was feeling nausea in longer periods of use,\u201d he says. \u201cHeadsets also heat up and that actually affects the skin on the face. Sometimes headsets are shared between testers, which increases the probability of getting infections.\u201d<\/p>\n<p>One of the policies that came up was about breaks. For every 20 minutes using the headset, testers are encouraged, not mandated, to take a 10-minute \u201cbreak\u201d to file any bugs, report issues, and so on. Over time, they realized the platform just isn\u02bct for everyone. Employees can present a doctor\u02bcs note to HR so they\u02bcre no longer deployed into VR projects. Nowadays, the studio doesn\u02bct immediately assign a tester to VR. After six months with other platforms, they\u02bcre given training and, eventually, see if they\u02bcre comfortable with virtual reality.<\/p>\n<article data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"view_mode:file.body_default_rendered\" data-entity-embed-display-settings=\"{&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Beat Saber&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-entity-type=\"file\" data-entity-uuid=\"6203cd92-f266-4f48-b68f-8af1061596ff\" data-langcode=\"en\" class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2023\/12\/19\/479c7c99\/vr_07.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default lazyload\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<p>Beat Saber<\/p>\n<\/article>\n<p>\u201cPeople actually leave here,\u201d Lal says. \u201cWhen it comes to health, people don\u02bct think, \u2018I will not have another opportunity,\u02bc because in this company you\u02bcre already learning things and adding them to your CV. So if they feel we\u02bcre exerting them, they\u02bcd not even give a letter of resignation. Next day they\u02bcd call and not come back.\u201d<\/p>\n<p>During the pandemic, the studio got each tester a separate foam attachment, which mitigated the infection problem. Now, testers are back in the office \u2013 only people at a managerial level can opt for a hybrid model \u2013 where they have a floor dedicated solely to VR projects. On average, they spend half of their eight-hour shifts in the headset.<\/p>\n<p>All these elements vary depending on the studio\u02bcs internal rules or even across different branches. In the Qu\u00e9bec, Montreal, branches of Keywords Studios, former functional QA tester Sammy Fox says you were expected to do \u201cas much VR as you could tolerate,\u201d as long as it didn\u02bct take time from actual bug reporting or assigned tasks for the day. That being said, breaks were regulated, with two paid short breaks and one unpaid but longer lunch break.<\/p>\n<article data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"view_mode:file.body_default_rendered\" data-entity-type=\"file\" data-entity-uuid=\"c64ba94c-4e2c-4aeb-a74d-edceea26be82\" data-langcode=\"en\" data-entity-embed-display-settings=\"[]\" class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2023\/12\/19\/b121fcb1\/vr_08.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default lazyload\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<\/article>\n<p>Another former tester, who requested anonymity, says even though everyone is legally an employee on file, almost all testers were on an \u201con-call basis.\u201d Basically, they\u02bcd find out if they\u02bcre working the next day through email, receiving a new notice on a daily basis.<\/p>\n<p>While they were lucky enough to get fairly consistent work, pay was a letdown. Doing the conversion from Canadian to American dollars, the source says they peaked at around $10.50 USD an hour, back when the local minimum wage was around $9 USD an hour. They add that, for comparison, test leads were making more than $30,000 USD a year around the same time.<\/p>\n<p>During busy periods, it was common for a single tester to work on multiple projects per day. While the source didn\u02bct do much overtime, there were morning, afternoon, and, on occasion, so-called \u201cgraveyard\u201d shifts that occurred overnight during the week and weekends. Employees would receive bonus pay for doing so. \u201cThe worst memory was once a stress test over the weekend, and someone projectile vomited all over a busy shared bathroom,\u201d the source says. \u201cIt wasn\u02bct cleaned until Monday morning because maintenance wasn\u02bct available on the weekend. You could imagine the smell.\u201d<\/p>\n<article data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"view_mode:file.body_default_rendered\" data-entity-embed-display-settings=\"{&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Resident Evil 4 VR&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-entity-type=\"file\" data-entity-uuid=\"83a2767b-ec96-4806-b2b6-059dc418147d\" data-langcode=\"en\" class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2023\/12\/19\/6cf9320f\/vr_09.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default lazyload\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<p>Resident Evil 4 VR<\/p>\n<\/article>\n<p>Waving<\/p>\n<h2>Waving<\/h2>\n<p>In a 2017 report from <i>CNN<\/i>, experts say that the cause behind eye strain, headaches, and nausea is due to the way VR affects the eye-brain connection. In real life, the eyes and brain simultaneously focus on a point in space. In virtual reality, the responses aren\u02bct coupled together, but separated. \u201cThe way we look and interact is changed because we may be projecting onto the eyes something that looks far away, but in reality, it\u2019s only a few centimeters from the eye,\u201d behavioral neuroscientist Walter Greenleaf said in the report.<\/p>\n<p>These conditions are aggravated when testing games still in development. While the teams try to ensure that builds are hitting a stable frame\u2011 rate before involving QA, often opting for excluding some assets entirely in the early stages of a project, it can be challenging.<\/p>\n<p>\u201cI remember a racing game I tested where the camera went haywire and I almost fell to the ground,\u201d says Fox. In the office, there was always a supply of ginger and anti-nausea pills to help with motion sickness and in-game \u201caccidents\u201d like this. \u201cWhen that happened, I would remove the headset, go ask my team lead for a Gravol, and then do desk work until nausea subsides and you feel fine enough to resume doing physical VR testing,\u201d he adds.<\/p>\n<p>Eric Kozlowsky, former senior environment artist at Armature Studio, recalls a similar tradition when working on Resident Evil 4 VR. \u201cI get motion sickness pretty easily in real life, let alone in VR, so working with in-development software was challenging,\u201d he says. \u201cI did get nauseous, but that was mitigated by limited time spent in the headset and using homeopathic remedies. So if I ever got motion sick, ginger candy would help a bit.\u201d<\/p>\n<article data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"view_mode:file.body_default_rendered\" data-entity-embed-display-settings=\"{&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:0,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-entity-type=\"file\" data-entity-uuid=\"351326cf-c35c-4acd-a400-0e28f63ba130\" data-langcode=\"en\" class=\"embedded-entity\">\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/www.gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2023\/12\/19\/7ea0ffd5\/vr_10.jpg\" typeof=\"foaf:Image\" alt=\"\" class=\"image-style-body-default lazyload\"\/><\/div>\n<\/p><\/div>\n<\/div>\n<\/article>\n<p>Even though testers usually spend the most time using headsets, the job leads them to find creative workarounds in their routines. Archie Crampton, lead QA technician at Universally Speaking and gingernut biscuit advocator, finds changing his height in-game from two to 15 feet tall, as hilarious as it is, helpful. In addition, he says most people in the studio test Beat Saber seated. As they\u02bcve gotten quite good at it, they\u02bcre able to complete levels with less movement than you\u02bcd expect.<\/p>\n<p>Hopkins says there have been many random helpful items in the Owlchemy office. This includes Bob, a mannequin head attached to the top of a camera tripod. Instead of pushing a real person in a chair, the team would put the headset on Bob and rotate it around to get different shots of a scene. \u201cYou have to be open-minded to things like that if you\u02bcre gonna figure out solutions,\u201d Borland adds.<\/p>\n<p>Alongside sheer creativity, almost everyone I spoke to shares excitement about VR\u02bcs future. Sure, new technologies also bring new processes \u2013 Owlchemy, in particular, found not everybody waves equally while testing hand-tracking \u2013 but also keep QA fresh.<\/p>\n<p>Next time you play a VR game with comfortable controls and a lack of visual glitches, you can thank the testers. After all, they\u02bcre the ones who crouched, waved, mixed, and climbed a skyscraper dozens of times to ensure the best result. \u201cTowards the end of Cosmonious High, developers would come to me as an expert on the game cause I spent so much time in there,\u201d Fly says. \u201cIt makes me feel really good that they recognize that QA is extremely important and knowledgeable.\u201d<\/p>\n<hr\/>\n<p class=\"text-align-center\"><em>This article originally appeared in <a href=\"https:\/\/www.gameinformer.com\/magazine\">Issue 360<\/a> of Game Informer<\/em><\/p>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>Introduction Climbing a skyscraper for the 25th time in a day quickly erodes the novelty of virtual reality. For over three years, Attila Kardos was one of the quality assurance testers at PlayStation Liverpool, one of the testing centers of Sony Interactive Entertainment Europe. During his tenure, he worked on first-party behemoths like God of [&hellip;]<\/p>\n","protected":false},"author":229,"featured_media":9237,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_uag_custom_page_level_css":"","_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[161],"tags":[],"class_list":["post-9236","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-online-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Vomit And Ginger Candy: Inside The VR QA Process | Unlock Informed Choices with Us<\/title>\n<meta name=\"description\" content=\"The conditions and intricacies of testing VR games.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" 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Nicol\u00e1s Arg\u00fcello","author_link":"https:\/\/topat10.com\/?author=229"},"uagb_comment_info":0,"uagb_excerpt":"Introduction Climbing a skyscraper for the 25th time in a day quickly erodes the novelty of virtual reality. For over three years, Attila Kardos was one of the quality assurance testers at PlayStation Liverpool, one of the testing centers of Sony Interactive Entertainment Europe. During his tenure, he worked on first-party behemoths like God of&hellip;","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/topat10.com\/index.php?rest_route=\/wp\/v2\/posts\/9236","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/topat10.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/topat10.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/topat10.com\/index.php?rest_route=\/wp\/v2\/users\/229"}],"replies":[{"embeddable":true,"href":"https:\/\/topat10.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=9236"}],"version-history":[{"count":0,"href":"https:\/\/topat10.com\/index.php?rest_route=\/wp\/v2\/posts\/9236\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/topat10.com\/index.php?rest_route=\/wp\/v2\/media\/9237"}],"wp:attachment":[{"href":"https:\/\/topat10.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=9236"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/topat10.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=9236"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/topat10.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=9236"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}