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Shader GPU Test

Fullscreen procedural noise. Raise the level until FPS leaves the refresh cap. Medium is the compare point.

Older phones can hitch. Start on Medium if you are unsure.

This browser cannot draw a canvas.

Medium is the score to write down. Ultra should strain fragment shading. The HUD shows FPS, frame time, and a verdict.

Shader Test

What a shader test is

This is a fragment shader load: procedural noise, domain warp, and a loop of octaves (fractal Brownian motion). Almost every pixel runs the same math. Mesh count is not the bottleneck. If this canvas drops while the 3D test holds, the chip is weaker on this kind of shading than on raster draw.

It does not ray march a Mandelbulb. That is Volume Shader. It does not grow a texture atlas. That is the VRAM test. The look is a moving field on purpose so you never confuse the two scenes.

When FPS drops here

If FPS stays at your display refresh, the HUD says headroom: the GPU finished early. Raise to High or Ultra. A drop from Medium to Ultra is fragment bound shading. For raster meshes, use the 3D test. For texture sampling, use the VRAM test.

Controls

Start, then change the level. Low is a light field. Ultra is a heavy fragment loop. There is no timer. Stop with the stop control or by closing the tab.