How Far Can VLMs Go for Visual Bug Detection? Studying 19,738 Keyframes from 41 Hours of Gameplay Videos
Authors
Wentao Lu, Alexander Senchenko, Alan Sayle, Abram Hindle, Cor-Paul Bezemer
Venue
- 34th ACM International Conference on the Foundations of Software Engineering
- Montreal, Canada
- 2026
- 345-350
- Acceptance:66/171
- DOI:https://doi.org/10.1145/3803437.3805208
Abstract
Video-based quality assurance (QA) for long-form gameplay video is labor-intensive and error-prone, yet valuable for assessing game stability and visual correctness over extended play sessions. Vision language models (VLMs) promise general-purpose visual reasoning capabilities and thus appear attractive for detecting visual bugs directly from video frames. Recent benchmarks suggest that VLMs can achieve promising results in detecting visual glitches on curated datasets. Building on these findings, we conduct a real-world study using industrial QA gameplay videos to evaluate how well VLMs perform in practical scenarios. Our study samples keyframes from long gameplay videos and asks a VLM whether each keyframe contains a bug. Starting from a single-prompt baseline, the model achieves a precision of 0.50 and an accuracy of 0.72. We then examine two common enhancement strategies used to improve VLM performance without fine-tuning: (1) a secondary judge model that re-evaluates VLM outputs, and (2) metadata-augmented prompting through the retrieval of prior bug reports. Across 100 videos totaling 41 hours and 19,738 keyframes, these strategies provide only marginal improvements over the simple baseline, while introducing additional computational cost and output variance. Our findings indicate that off-the-shelf VLMs are already capable of detecting a certain range of visual bugs in QA gameplay videos, but further progress likely requires hybrid approaches that better separate textual and visual anomaly detection.
Bibtex
@inproceedings{wentaolu2026FSE-vlm,
abstract = {Video-based quality assurance (QA) for long-form gameplay video is labor-intensive and error-prone, yet valuable for assessing game stability and visual correctness over extended play sessions. Vision language models (VLMs) promise general-purpose visual reasoning capabilities and thus appear attractive for detecting visual bugs directly from video frames. Recent benchmarks suggest that VLMs can achieve promising results in detecting visual glitches on curated datasets. Building on these findings, we conduct a real-world study using industrial QA gameplay videos to evaluate how well VLMs perform in practical scenarios. Our study samples keyframes from long gameplay videos and asks a VLM whether each keyframe contains a bug. Starting from a single-prompt baseline, the model achieves a precision of 0.50 and an accuracy of 0.72. We then examine two common enhancement strategies used to improve VLM performance without fine-tuning: (1) a secondary judge model that re-evaluates VLM outputs, and (2) metadata-augmented prompting through the retrieval of prior bug reports. Across 100 videos totaling 41 hours and 19,738 keyframes, these strategies provide only marginal improvements over the simple baseline, while introducing additional computational cost and output variance. Our findings indicate that off-the-shelf VLMs are already capable of detecting a certain range of visual bugs in QA gameplay videos, but further progress likely requires hybrid approaches that better separate textual and visual anomaly detection.},
accepted = {2026-03-21},
author = {Wentao Lu and Alexander Senchenko and Alan Sayle and Abram Hindle and Cor-Paul Bezemer},
authors = {Wentao Lu, Alexander Senchenko, Alan Sayle, Abram Hindle, Cor-Paul Bezemer},
booktitle = {34th ACM International Conference on the Foundations of Software Engineering},
code = {wentaolu2026FSE-vlm},
date = {2026-03-21},
doi = {https://doi.org/10.1145/3803437.3805208},
funding = {MITACS Accelerate / NSERC Discovery},
location = {Montreal, Canada},
pagerange = {345-350},
pages = {345-350},
rate = {66/171},
region = {Quebec},
role = {Co-Author},
title = {How Far Can VLMs Go for Visual Bug Detection? Studying 19,738 Keyframes from 41 Hours of Gameplay Videos},
type = {inproceedings},
url = {http://softwareprocess.ca/pubs/wentaolu2026FSE-vlm.pdf},
venue = {34th ACM International Conference on the Foundations of Software Engineering},
year = {2026}
}