← Back to suite Texture bandwidth pressure
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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
Vendor