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Frame rate
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FPS
Frame time
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ms
Time left
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s
Tex dimensions
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Active layers
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Est. texture VRAM
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MB
Shader passes / frame
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Texture samples / px
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Framebuffer
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Frame stability
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%
Status
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About this benchmark
The pass count scales aggressively each generation (48 draws per frame in the current configuration, derived from a 3× growth pattern), so bandwidth and ALU rise together—this is deliberately meaner than a single full-screen blit.
What good looks like
- Stable FPS across the entire window with high layer counts implies healthy VRAM and caches
- Early collapse when only resolution changes points to memory capacity or bus limits
- Jitter late in the timer often means thermal throttling on compact GPUs
- Compare the same preset between integrated and discrete silicon on a laptop
- Mobile GPUs may refuse the largest resolutions—watch for clamp warnings in status text
Controls recap
- Resolution sets the square dimension for all eight textures
- Layers decide how many textures participate per fragment per pass
- The timer stops the run and surfaces aggregate metrics automatically
Graphics adapter
- Renderer
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- Vendor
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Results
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Summary
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Textures
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Details
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