Virtual machines needed to be leveraged in the cloud to handle all rendering remotely.
Additional testers were required to take part in the testing phase for our Client in order to provide enough data to analyze.
Tests were executed according to key project specifications. .
The recruitment and management of a team of up to 50 active testers who were able to deliver up to 200 hours of data per day.
10,800+ testing hours were logged with 29,500+ submission forms submitted.
57 global test reports, 17 targeted test reports, 2100+ unreliability reports and 6 activity trend reports were submitted.
Our Client is a maker of popular Virtual Reality headsets and has an eco-system of VR applications available directly from their app store. For their mobile ready VR headsets, they also host a companion app on android and iOS platforms to communicate directly with the headsets.
Our Client’s headsets work autonomously, without a wired connection. It’s a multifunctional device for entertainment and education that immerses its user in a virtual environment. When you put on the headset, the functionality allows you to look around the outside world to understand exactly where you are before immersing yourself in the virtual world. You can play games or browse multimedia even on the go. In addition, you can participate in interactive training in a virtual environment.
Our Client began to explore ways in which they could leverage virtual machines in the cloud to handle all rendering remotely. This sub-feature reached a level of maturity which prompted our Client to evaluate how viable this technology is in tandem with major 5G cellular networks (compared to home Wi-Fi networks). Their focus was on major carriers like AT&T and Verizon, starting with a pilot program on Verizon for 3 months
To evaluate this technology, our Client engaged us to hire testers to evaluate the new feature they had developed while connected to a 5G cellular network (via mobile hotspot).
A team of 50 testers was recruited to play video games in virtual reality (VR) at specific time bands each day, with 25 to 50 testers playing VR games at specified times for up to 6 hours per day per tester. The testing was performed in various locations across California, USA based on Verizon service maps and our Client’s guidance.
The key deliverables that were agreed with our Client included:
Highlights of our project execution approach included the following: