← Back to suite 2D physics with GPU point overload
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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
Vendor