Testing a PC-based game poses interesting challenges. With different OS platforms and many different GPUs, the number of combinations to test grows quickly. The large number of hardware configurations used by the players of EVE Online makes it impossible to test them all. This can lead to the situation where reproducing defects in the test lab is not possible. Björgvin Reynisson shares how CCP Games got fed up with the situation and decided to make a crowd-testing app that tests the game’s graphics engine. He describes the app, the framework for deploying the app, and how they handled the test results coming in from testers. Björgvin shares how the app has become both a development tool and an automated testing tool. Discover how this approach has helped identify hard-to-catch bugs, and discover some of the challenges of crowd testing. See how this project took an unexpected turn and led the team to change how the game content is distributed.
12. EVE ONLINE
Massively multiplayer online game (MMO)
Launched May 2003
Approx. 500K players in a single world
Players in over 190 countries
Biggest markets: US, Russia, Germany, UK and Canada
17. WHY CROWD-TEST YOUR GAME
ENGINE?
Testing changes before hitting production
Catching bugs with this app vs. seeing them on live server
Increasing Test Coverage
Performance testing/comparison
23. EVE PLAYERS USE A LOT OF
DIFFERENT CONFIGURATIONS
Windows
Mac
Linux (although we don't support it)
855 different Graphics cards (GPU's)
Different GPU driver versions
35. WHAT METRICS ARE COLLECTED?
System Info
Settings
EVE Probe version
Logs
Performance Metrics
Crash info
36. METRICS
Data is not personally identifiable
OS, GPU, Processor, RAM
Monitor Resolution
Log info, warnings, errors
Up to 150 different metrics captured per scene
Primarily monitor Framtime and Memory for performance
Collect stack trace if a crash occurs