The Gap in Mobile QA
Desktop QA has OBS, ShadowPlay, screen recording. Mobile has... nothing that works.
Typical mobile bug report:
Bug: Character clips through wall on level 3
Steps: Jump near the corner, sometimes it happens
Video: [None - couldn't capture on device]
Status: Cannot Reproduce
Why Mobile Video Capture Fails
✗
Screen Recording Apps
Run in separate process. Consume battery. Add 5-10% CPU overhead. Change bug behavior.
✗
Device Mirroring
Requires USB tether. Adds latency. Can't capture timing-sensitive bugs accurately.
✗
Device Farms
AWS/Firebase record at OS level. Miss in-game context. No engine integration.
The Solution: Recording From the Render Pipeline
RVR records from inside Unreal Engine on the device:
iOS
- • VideoToolbox hardware encoder
- • 3-5% overhead
- • Works on all iOS devices
Android
- • MediaCodec hardware encoder
- • 3-8% overhead
- • Works across device fragmentation
Mobile QA Workflow
🎮
Tester plays on device
→
🐛
Bug occurs
→
💾
Tap "Save Replay"
→
📹
Video attached to bug
ROI
100%
Bug reports with video
0
"Cannot reproduce" on mobile
60%
Faster mobile bug resolution
Before vs After
Before RVR
- • 40% of mobile bugs marked "cannot reproduce"
- • 3-5 day average bug resolution
- • QA wastes time writing detailed steps
- • Developers guess what happened
After RVR
- • 100% of bugs have video evidence
- • Same-day resolution
- • 30-second video replaces paragraphs
- • Developers see exactly what happened
Trusted By
Studios shipping mobile games that need video proof: