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Frame rate
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FPS
Frame time
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ms
Solver tier
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Bodies
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Substep slider
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Contact iters / substep
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Est. pair checks / frame
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GPU point passes / frame
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Framebuffer
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Frame stability
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%
Status
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About this benchmark
This is intentionally toy physics: circles, simple impulses, walls, and repeated contact solves. It exists to benchmark, not to ship in a game engine.
Subsystem breakdown
- Main thread pays for integration and collision scanning
- GPU pays for overdrawing points with expensive fragment math keyed by pass index
- Stability reveals whether either side is oscillating under load
- Changing solver tier respawns the stack of bodies
- Substep slider offers fine control without editing code
Preset reference
- Low: fewer discs and fewer contact iterations
- Medium: mid-scale pile with moderate iterations
- High: largest population and heaviest per-substep solve
- Effective substeps per frame equal three times the slider
Graphics adapter
- Renderer
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- Vendor
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Results
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Summary
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Simulation
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Details
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