In-market QA for iGaming · China · Vietnam · ThailandSee a sample report →
In-market performance

See how fast it really feels on local networks.

A page that is fast on office Wi-Fi can feel slow on a mid-range phone on 4G. We observe loading, interruptions and reconnects on agreed local networks, and define each measurement so you can repeat it next release.

What we check

  • Page, game or video loading
  • Interruptions and reconnect behaviour
  • Start and end points for every timing measurement
  • Repeat counts, so one lucky run does not decide the result

What you receive

  • Device and network context
  • Timestamps and recordings
  • Definitions of each measurement
  • Repeat counts, with failures shown next to timings
  • A likely cause and suggested fixes from engineers experienced in iGaming
What it looks like

Every finding comes with the evidence behind it.

This is the shape of a single record in your report.

Examples of what this can surface

  • The first screen is quick but the game takes much longer to be playable
  • A video stream stalls and does not recover without a reload
  • The app does not reconnect after the network drops for a few seconds
  • A new build is faster but fails more often
VN-PERF-01P2

Game takes 6.4 s to become playable on 4G

Measure
Tap on the game tile until the game is ready to play
Attempts
10 on the same device and network
Median
6.4 s for successful attempts; 1 of 10 failed to enter
Environment
Ho Chi Minh City · OPPO Reno11 · Chrome 128 · Viettel 4G
Evidence
Recordings with timestamps
Likely cause
The game bundle is heavy for a mid-range phone on 4G, and non-essential assets load before the game is playable.
Suggested fix
Defer non-essential assets and preload the lobby-to-game path.
Before we start

We agree the details before any test runs.

What we need from you

  • The flows to measure, and what counts as start and finish
  • The target market and network types
  • Cache and account policy for each round

What we agree up front

  • Target market and test location
  • The build, accounts and access we will use
  • Devices and networks
  • Steps and expected results
  • Number of attempts, delivery timing and retests

Observed performance is not concurrent load testing. We measure what one player experiences, not how many players your system can hold. Functional QA does not constitute security testing, game-math validation or certification. Additional work is scoped separately. Likely causes and fixes are our engineers' assessment from observation and experience. Please confirm them against your own logs and code.

Want this tested in your markets?

Tell us the product, the markets and the journeys that matter. We will come back with a scope and a plan.