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BENCHLAB / GRAPHICS

Graphics Benchmark

Render an animated WebGL scene and measure frame rate and frame-time consistency. Results depend on your browser, display, and GPU.

AVERAGE FRAME RATE
— FPS

Run the graphics test to measure rendering performance.

Ready to test
LIVE RENDER

WebGL workload

IDLE
◈ Ready to render

Start the test to begin the graphics workload.

Resolution: — Renderer: checking…
PERFORMANCE METRICS

Test results

WEBGL
AVERAGE FPS —

Average rendered frames per second

FRAME TIME —

Average milliseconds per frame

1% LOW FPS —

Approximate slower-frame performance

FRAMES RENDERED —

Frames rendered during the timed test

Waiting to start

This measures a browser WebGL workload, not native gaming FPS. The browser compositor, refresh rate, power settings, and GPU acceleration mode affect results. The test runs for 15 seconds.

ABOUT THIS BENCHMARK

How to read the results

This is a browser-based WebGL rendering workload, not a universal GPU rating or a guarantee of performance in a particular game.

Rendering workload

Each frame draws a full-screen quad made from two triangles. Its fragment shader calculates 12 animated glow centers plus a moving grid for every pixel. The animation updates through requestAnimationFrame for a nominal 15-second run.

The WebGL context disables antialiasing, alpha, and depth testing, and requests high-performance. The canvas uses its CSS size multiplied by a device-pixel ratio capped at 1.5 and the selected render scale.

Quality and metrics

Render scale
Low: 0.65×; Medium: 1×; High: 1.5×. These change the internal canvas resolution, not the shader or geometry.
Average FPS and frame time
Average FPS is rendered frames divided by elapsed test seconds. Frame time is the arithmetic mean of valid frame-to-frame intervals, in milliseconds.
Approximate 1% low
The largest frame intervals are sorted, the slowest approximately 1% are averaged, and that average is converted with 1000 / ms. It is an approximation, not a standardized 1% low metric.

Interpret and compare

Higher FPS generally means more frames per second, while lower frame time means less time per frame; FPS is related to roughly 1000 / frame time, but the displayed average FPS uses total frames and total elapsed time. Frame count is the number of render calls completed during the run.

Use the same quality setting, viewport, browser, device, display, and power mode for comparisons. There is no separate warm-up phase, so allow similar startup and thermal conditions, close GPU-heavy apps, and repeat runs when practical. Browser and driver behavior, background activity, refresh-rate caps, thermal limits, and masked renderer information can affect results. Renderer text comes from WEBGL_debug_renderer_info when available, otherwise the browser's WebGL renderer string, and is truncated to 70 characters.