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Getting started with Volume Shader
Open the canvas, then tap Start
You do not install anything. Open Run Volume Shader in Chrome, Firefox, Safari, or Edge. Tap Start on the overlay. The GPU ray marches a Mandelbulb and the page prints live FPS on the canvas. Close the tab to stop the load. For the name and the kernel, read What is Volume Shader.
- Phone or PC, same URL
- WebGL must be on. If the canvas fails, try another browser.
- Older phones can hitch. Start on Standard.
Stay on Standard for the first run
Buttons under the canvas set Simple, Standard, Advanced, and Extreme. Standard is the usual first look. Simple is fewer ray steps if Standard hitchs. Extreme is a stress load. Leave Advanced kernel editing alone until you want to change GLSL. A first-run walkthrough should not start there. Preset detail is in preset shaders.
Read the counter for a few seconds
Watch typical FPS, not only the first frame. 60 and up is comfortable at this level. 30 to 60 is usable. Under 15 means this complexity is too heavy for a fair visual check. A number that jumps around is lag even if the average looks fine. Bands are in what FPS means.
Turn the camera, then stop
On a phone, one finger rotates and pinch zooms. On a desktop, left drag rotates, scroll zooms, right drag pans. Space resets the view. P stops the test. Fullscreen helps if you are recording a clip. You are done when you have a typical FPS and the complexity you used.
When to open another test
Volume Shader is ray marching, not a game scene. If you want timed meshes and lights, open the 3D rendering test at Medium. If you want to compare two devices later, cool them down and match the method on GPU benchmark. Device prep, battery saver, and leftover heat are in how to test a GPU. That page is the longer method. This page is the first five minutes.