Following the badly-handled iPhone throttling controversy and a series of widely-reported bugs in iOS 11, senior people at Apple are finally being forced to acknowledge that something is going wrong with the fundamental quality of their products. But are we just talking about clumsy management and poor pre-release testing? Or is it possible that Apple's bugs are actually helping the company to mask a more damaging truth about the underlying performance and battery life of its phones, especially relative to Android-based rivals?
Mario has arrived fashionably late to the iPhone party and no one is holding it against him. Such is Nintendo’s reputation for quality that many gamers are actually expecting this week’s launch of Super Mario Run to set a new standard for mobile gaming.
We’ve been using GameBench to find out whether Super Mario Run delivers the objective hallmarks of quality: Does the game run at a perfect, console-like 60fps? Does it make efficient use of system resources and battery power? And does Mario manage to keep up with his Sega rival, Sonic, who has already had a long career in the “endless runner” genre on smartphones? Read on to find out...
There are many ways to test a mobile game, from compatibility testing through to subjective testing (i.e., determining whether it’s fun or not). But one aspect of the QA process that is still quite new, and hence doesn't always get the attention it deserves, is performance testing.
The need for performance testing has arisen in response to recent demand for more premium mobile game experiences -- in other words, games that deliver high levels of visual quality and fluidity, and which increasingly do so in combination with other intensive tasks (such as AR or VR, physics simulation or sophisticated AI).
Given the newness of this discipline, I think it’s worth pinning down an essential checklist of six common pain-points which we frequently encounter here at GameBench, and which any meaningful performance test should take into account.
1. Slow or jerky animation
When a studio sets a target frame rate for a game's animation, usually at either 30 or 60 frames per second (fps), it's essential that this target matches the game's genre and that it is achievable on popular devices.