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Frame rate
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FPS
Frame time
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ms
March steps
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Passes / frame
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Bounce depth
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Framebuffer
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Frame stability
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%
Status
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About this benchmark
Marketing labels aside, this remains GLSL ray marching on the fragment pipe. It is an excellent GPU performance test with 3D visualization, but it does not invoke DXR, Vulkan RT, or Metal ray tracing extensions.
Cost model
- Total work scales with passes × steps × bounce depth × pixels
- Animation keeps the distance field from being trivially cached
- Artifacts at low step counts are expected—raise steps until surfaces look crisp, then measure
- Desktop discrete GPUs tolerate aggressive settings longer than fanless tablets
- Status text surfaces initialization issues early
Controls
- March steps cap the inner loop per ray segment
- Bounce depth adds additional march sequences for reflections
- Fixed pass multiplier per frame is displayed for transparency
Graphics adapter
- Renderer
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- Vendor
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Results
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Summary
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Tracing
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Details
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