AR & VR Testing
Done Carefully
Selmurat specialises in product testing and debugging for augmented and virtual reality environments. The work is methodical, the findings are documented, and the process does not cut corners.
Testing AR/VR before it reaches real users
Most AR and VR bugs are invisible until a headset is on someone's head. Selmurat builds structured test environments that catch spatial anchoring failures, latency spikes, and rendering inconsistencies before release.
The team works directly with device hardware — Meta Quest, HoloLens, Varjo, Pico — and does not rely on emulation for final validation passes.
Device-first validation
Every test cycle runs on physical hardware, not simulated environments. Drift, frame drop, and tracking loss are logged per device and build version.
( spatial accuracy matters )
Debugging in AR and VR is not the same as debugging a flat application. Coordinate systems, field-of-view boundaries, and haptic timing all require separate validation paths.
- Spatial anchor regression testing
- Latency and frame-rate profiling
- Cross-device compatibility checks
- Haptic and audio synchronisation
- Structured defect documentation
Coverage across Ukraine
Selmurat operates remotely with clients across the entire country. Device shipment, remote session coordination, and asynchronous reporting are all part of the standard engagement.
The people behind the test reports
Small enough to communicate directly, experienced enough to handle edge cases that larger QA firms typically miss.
Daryna Kovalchuk Lead QA Engineer
How a test cycle actually runs
Each engagement begins with a build intake — the team documents the target platform, SDK version, and known issues from the development side. From there, test cases are written against the specific interaction model of the product, not a generic checklist.
Defect reports include reproduction steps, device context, build hash, and video capture where the failure is not obvious from log output alone.