Testing Reality, One Frame at a Time

We started Strongex because we kept seeing the same problem. Great AR and VR concepts would launch with technical issues that could've been caught earlier. Since 2019, we've been the team that finds those issues before your players do.

VR testing equipment setup showing headset and controllers
AR mobile device testing in controlled environment

How We Got Here

Back in 2018, I was working QA for a mobile studio when VR projects started coming through. The testing protocols we had? They didn't work. Motion sickness went unreported until launch. Frame drops in specific headsets weren't caught. User comfort was an afterthought.

So we built something different. Started with three people testing VR experiences in a converted office space in Bratislava. We documented everything – which movements caused nausea, where performance dropped, how long people could actually play before needing a break.

By 2020, we'd worked with twelve studios across Central Europe. Now we're handling projects from studios worldwide, but the approach hasn't changed much. We test like actual humans will play, in conditions that match real usage.

Our methods aren't revolutionary. We just pay attention to details that matter when someone puts on a headset or points their phone at the world around them.

What Makes Our Testing Different

Most QA catches bugs. We catch the stuff that makes players quit – the subtle motion that feels wrong, the UI element that's hard to reach, the lighting that causes eye strain after twenty minutes.

1

Real Hardware Mix

We test across actual consumer devices, not just dev kits. Quest 2 with scratched lenses. Older phones with weaker processors. The equipment your players actually own and use daily.

2

Extended Sessions

Thirty-minute sessions don't show comfort issues. We run hour-long tests with breaks, tracking fatigue, eye strain, and whether testers actually want to continue. That data tells you if people will replay your experience.

3

Context Testing

AR works differently in bright sunlight versus indoor lighting. VR feels different sitting versus standing. We test in varied conditions because your players won't all be in controlled environments.

People Behind the Headsets

We're not a huge operation. Fourteen people currently, split between Komárno and remote testers in Prague and Budapest. Most of us came from game development or QA backgrounds and got frustrated with how XR testing was being handled.

Marek Dvorský reviewing VR test results

Marek Dvorský

Lead VR Testing Specialist

Spent five years at a VR studio before joining us in 2021. He's the person who notices when something feels off in locomotion systems – usually within the first minute of testing. Previously worked on three commercial VR titles that actually shipped without major comfort complaints.

Nina Bergström analyzing AR performance metrics

Nina Bergström

AR Systems Analyst

Joined from mobile game testing in 2022. She handles most of our AR performance analysis and has this ability to predict which phone models will struggle with specific features. Her background in mobile optimization makes her reports incredibly practical for dev teams.

Starting a Project This Year?

We're scheduling testing cycles for projects launching in late 2025 and throughout 2026. If you're building something in AR or VR and want testing that catches the problems players actually care about, let's talk about your timeline.

Get Testing Timeline
Strongex testing lab with multiple VR and AR setups

Strongex | Eötvösa 2853/39, 945 05 Komárno, Slovakia | +421905344391 | help@strongex.com