AR/VR Testing +380 93 441 26 05 help@selmurat.com
Selmurat
Selmurat
AR/VR Product Testing & Debugging

AR / VR Testing & Debugging

Products that break in the headset, not after launch

Selmurat identifies the gaps between what AR/VR builds promise and what they actually deliver under real conditions — before those gaps reach users.

See what we test
AR/VR product testing session in progress Live device testing, Kryvyi Rih lab

What sets this apart

Testing against actual hardware, not spec sheets

Most QA processes stop at functional checks. AR/VR products fail in ways that only appear under physical use — tracking drift after 12 minutes of movement, shader artifacts that surface only on specific lens configurations, latency spikes tied to peripheral sensor load.

Selmurat runs tests on [ device-in-hand conditions ] across the full session lifecycle, not just at startup. The difference between a passing build and a shipped problem is often a 40-second edge case.

Environment-aware debugging

Bugs are reproduced in conditions that match the client's deployment context — warehouse floors, clinical settings, training simulators — not controlled lab defaults.

Build-cycle integration

Findings feed back into the development cycle with structured reproduction steps, not just a defect count. Teams know exactly which commit introduced the issue.

Engineer reviewing AR debug output on workstation

What this work requires

Fit before engagement

This service works when teams bring a build that is past prototype stage and has a defined deployment target. Without both, the findings have nowhere to land.

  • A build installable on target hardware before work begins
  • A technical contact who can act on reproduction steps within the sprint
  • Defined acceptance criteria — what "working" means for this product
  • Willingness to treat unresolved defects as blockers, not backlog items

Teams that skip the first two conditions tend to spend the engagement clarifying scope rather than resolving issues. That is a poor use of either party's time.

Range of situations

The problems this addresses

AR/VR defects rarely announce themselves. They appear as user complaints, support tickets, or returns — after the build was signed off. The situations below represent the range of problems that surface before that point when testing is structured correctly.

Latency under load

Frame timing degrades when multiple spatial anchors are active simultaneously. The issue does not appear in single-scene tests but is consistent in multi-room deployments.

Tracking instability

Spatial tracking loses reference points in low-texture environments — plain walls, uniform flooring — causing drift that accumulates over a session rather than appearing as a single event.

Render artifacts

Shader errors visible only on specific hardware revisions or at particular IPD settings. Automated test suites running on emulators miss these entirely.

Interaction edge cases

Hand-tracking or controller input fails to register when the user's grip deviates from the assumed neutral position. The failure rate is low enough to pass automated thresholds but high enough to frustrate real users.

Comfort regression

A build that passed comfort review at an earlier stage introduces motion sickness reports after a rendering pipeline change. The change was small; the perceptual effect was not.

Permission and auth failures

Enterprise AR deployments fail silently when device management profiles conflict with app-level permission requests. The error surfaces as a blank view, not a diagnostic message.

Technician documenting AR tracking anomaly during field test
VR headset performance analysis on test bench

Resolved situations

Specific problems, specific outcomes

Portrait of Dmytro Zavhorodnii

Dmytro Zavhorodnii

Lead developer, industrial AR training platform

We had a tracking issue that only appeared after eight minutes of use. Our internal team couldn't reproduce it reliably. Selmurat isolated it to a specific anchor refresh interval conflicting with the device's thermal throttle cycle.

Resolved before pilot deployment

Oksana Petrenko

Product manager, VR surgical simulation

The simulation passed every automated test. Users in the pilot reported disorientation during a specific procedure sequence. Selmurat found a 3ms frame timing inconsistency introduced by a shader update two builds back.

Comfort issue traced and patched

Vasyl Kravchenko

CTO, enterprise AR warehouse solution

Deployment stalled because the app failed silently on MDM-managed devices. No error log, no crash report. The conflict was between our permission scope and the device profile — something we hadn't tested against.

Deployment unblocked within one sprint

Iryna Melnyk

QA lead, mixed reality retail application

Hand-tracking worked in every scenario we scripted. Selmurat tested with actual users holding products and found a consistent failure when the grip occluded the left sensor at a 35-degree angle. We had no test case for that posture.

Interaction model revised pre-launch

Defect discovery by session phase — illustrative distribution

Peak: mid-session 0 min mid end