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Drag to turn. Scroll to zoom. Right click to pan.
What this test is doing
Volume Shader loads the GPU by ray marching a Mandelbulb in WebGL. You tap Start when you are ready. Live FPS is the main result. Each pixel walks a ray through a 3D field until it finds a surface. That loop is expensive because every pixel runs it, not only the silhouette of a mesh. For the name, the kernel, and Volume Shader BM, read What is Volume Shader.
- How smoothly the GPU draws this scene, measured in frames per second. Higher and steadier is better.
- Whether frames hitch while you move the camera. Unstable FPS is lag even if the average looks fine.
- How the GPU holds a sustained graphics load. This is a stress signal, not a CPU, battery, or storage score.
- How much volume shader complexity the device can take. Simple through Extreme change ray steps and iterations.
- That the work stays in the browser. Scores are not uploaded. Close the tab to stop the load.
How to read the numbers
FPS sits on the canvas while the test runs. Compare devices only when complexity, browser, and heat match. Bands and hitch notes are in what FPS means. A fair compare method is the GPU benchmark.
- FPS: 60 and up is comfortable. 30 to 60 is usable. 15 to 30 is strained. Under 15 means this level is too heavy.
- Complexity: Simple, Standard, Advanced, or Extreme under the canvas. Standard matches the classic Volume Shader load.
- Fullscreen: Use fullscreen to record a clip. Escape or the same control exits.
- Share: The header share button opens the system share sheet on phones that support it.
Controls
- Start / Stop: Start on the overlay, then the stop icon. Keyboard: P stops the test.
- Complexity: Buttons under the canvas rebuild the shader. Changing level restarts the load.
- Desktop: Left drag to rotate, scroll to zoom, right drag to pan. Space resets the view.
- Phone: One finger rotates, pinch zooms, two fingers pan.
- Advanced: Optional kernel editor for people who already know GLSL. Leave it alone for a fair comparison. Notes for that panel are in the BM test developers guide.
When to use Extreme
Standard is the comparison point. Extreme is a stress load. If you want heat and throttling, stay on Extreme for one to two minutes after you prep the device. Details are on GPU stress test.
When to pick another test
This canvas is ray marching, not raster 3D. Games almost never run a full screen Mandelbulb. If you want timed meshes and lights, open the 3D rendering test. If you want fragment iterations without a volume, open the shader test. If you want texture sampling pressure, open the VRAM test.
Name, GitHub, and BM
You do not need a GitHub project to run Volume Shader. Public demos popularized this Mandelbulb look years ago. History and naming, including Volume Shader BM, are on What is Volume Shader.