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How to interpret and compare Volume Shader results
FPS is the headline, not the whole story
Volume Shader shows frames per second while a WebGL volume is ray marched. Higher FPS means the GPU finished more frames in that second. A number that jumps around is less useful than a steady 32. Run it on Run Volume Shader. Bands are also in what FPS means.
The 3D test HUD also shows frame time and a simple stability percentage. Use those when you care about hitching, not just the peak.
- 60 and up: the load is comfortable at this complexity
- 30 to 60: acceptable. Expect some hitch on busy UIs.
- 15 to 30: the GPU is working hard. Drop a level to compare.
- Under 15: this complexity is too heavy for a fair visual check
Compare only like with like
Two devices are comparable when the test, complexity, browser family, and thermal state match. Extreme on a hot phone versus Standard on a cooled laptop is not a comparison. Lock that method on GPU benchmark. Prep is in how to test a GPU.
- Same URL and same complexity. Volume Shader Standard versus Standard, or 3D Medium versus Medium.
- Same battery saver setting
- Note plugged in versus battery on laptops
- Average two short runs after a cool down
Browser, vsync, and display
Chrome, Safari, Firefox, and Edge can disagree on the same phone. Safari on iOS and Chrome on Android are different stacks. A 60 Hz panel caps what you see even if the GPU could go higher. Write the browser down with the score.
What results do not prove
A low score is not proof the phone is fake. It is not a CPU test. Volume Shader does not report VRAM size. The VRAM test only estimates the atlas we uploaded.
For heat focused runs see GPU stress test. For the rendering idea behind the volume scene, see What is Volume Shader.