WebGL 2 / Visual performance lab

See what your GPU can draw in 30 seconds

Three deterministic shader scenes. One fixed 720p workload. A transparent result you can repeat in the same browser.

Benchmark protocol

Standard run · 1280×720 · 30 sec

03
Scene preview
FillNeon Contours

Sequence progress

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Live FPS

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Scene controls

Keep this tab visible. Switching tabs or hiding the canvas invalidates the timed run.

WebGPUStress Journal · Graphics desk

The Shader Desk

Inside the thirty seconds that put a browser GPU on the record

A shader is the invisible instruction behind every pixel on this page. Our test turns that hidden work into a visible report: three scenes, one controlled sequence, and enough evidence to tell speed from consistency.

The subject

The test behind the moving image

This is a visual WebGL 2 benchmark. Instead of hiding the workload off-screen, it lets you watch increasingly complex fragment shaders while the browser records how quickly and consistently each frame arrives.

  • Three deterministic scenes
  • Fixed 1280×720 standard workload
  • FPS, 1% low, frame time, stability, and score

Why it matters

A specification sheet cannot show a dropped frame

GPU model names and peak numbers say little about browser rendering today. A live run can expose slow shader execution, uneven pacing, visual corruption, and results that refuse to repeat.

  • Check a new GPU or driver
  • Compare power modes
  • Spot artifacts after tuning

The readers

A quick read for builders, players, and developers

It is built for people who need a useful visual signal before installing a full benchmark suite—or before deciding whether a graphics problem deserves deeper investigation.

  • Gamers and PC builders
  • Overclockers and troubleshooters
  • WebGL developers and creators

Our reporting method

Three scenes, one controlled sequence

Neon Contours, Chrome Signals, and Raymarch Relay each receive ten seconds at the same internal resolution. Their frame records are then combined without letting one unusually easy scene dominate the headline score.

  • Keep the tab visible
  • Close other GPU-heavy work
  • Repeat under identical conditions

Editor’s timing note

Thirty seconds for a score; longer for the story

The standard run is the fast, comparable edition. Continuous mode is the follow-up investigation for visible artifacts, heat-soak behavior, and the consistency of a longer session.

  • 30 sec: quick benchmark
  • 2–5 min: repeatability check
  • 10+ min: sustained visual observation

Method, not mystery

How the benchmark works

The workload stays fixed so repeated runs are useful. Browser, driver, power mode, and display refresh rate still affect the result.

01

Neon Contours

Ten seconds of layered procedural lines and wave fields at a fixed internal resolution.

02

Chrome Signals

Ten seconds of reflective lighting, ray intersections, and procedural environment detail.

03

Raymarch Relay

Ten seconds of iterative signed-distance rendering with a fixed 72-step ceiling.

Read the signal

What the numbers mean

Average FPS

Overall throughput in each fixed scene. Higher is faster under the same conditions.

1% Low FPS

The slowest sustained slice of the run. A large gap from average FPS suggests uneven pacing.

Stability

Average relationship between 1% low and average FPS across all three scenes.

Composite score

Geometric mean keeps one unusually easy or difficult scene from dominating the result.

Shader test FAQ

Is this a GPU benchmark? +

Yes, within the browser. It measures a controlled WebGL 2 shader workload, not full game or compute performance.

Why is FPS capped? +

Browser rendering is synchronized with the display. The heavier scenes create separation by missing frame deadlines under load.

Can I compare two devices? +

Yes, but use the same browser version, power mode, display conditions, and 720p standard run.

What if I see artifacts? +

Stop the run. Repeat with stock clocks and current drivers; persistent corruption can indicate instability.

Local / No account

Reports & comparison

Up to 20 reports, stored only in this browser. A pinned baseline is retained. Imported reports are unverified external data.

Imported report text is shown in its original language.

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