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Frame rate
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FPS
Frame time
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ms
Backend
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Outer iterations
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Inner ops / iter
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Est. scalar ops / frame
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Fragment precision
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Framebuffer
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Frame stability
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%
Status
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About this benchmark
Treat this as a throughput microscope: it isolates dependent ALU in the fragment stage so you can see how half versus single precision and iteration depth alter frame pacing on different vendors.
Measurement notes
- Estimated ops multiply pixels by iterations and the fixed inner chain
- Stability should stay high on well-cooled desktop cards at moderate sliders
- Phones may need low iteration counts to avoid context loss
- Backend text confirms WebGL 2 availability
- Canvas resolution respects a capped DPR of 2× for sanity
Controls
- Iterations slider is the primary stress knob
- Precision toggles mediump vs highp qualifiers in the shader
- There is intentionally no WebGL 1 fallback
Requirements
- A working WebGL 2 context is mandatory—update the browser or GPU driver if initialization fails
Graphics adapter
- Renderer
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- Vendor
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Results
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Summary
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Kernel
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Details
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