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VRAM test

Texture atlases and many samples per frame. Larger levels use more bandwidth. Megabytes are the atlas we uploaded, not the card's VRAM size.

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

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Low to Ultra grows atlas size, layer count, and sample taps. The HUD shows frame time and a verdict.

VRAM Texture Test

What this VRAM test does

It uploads several checker atlases and samples them with dependent taps every frame, then repeats that draw. That stresses texture bandwidth and cache. A hitch when you step the atlas up is more useful than a locked 120 FPS at Low.

It cannot read the card's true VRAM capacity. GPU-Z still wins for hardware inventory. Video RAM size on a spec sheet is not the same number as the megabytes this test allocated. If allocation fails on a low end phone, drop a level. Browsers also cap texture size, so a failed step can be a software limit.

Read the megabyte figure with care

Treat the megabyte figure as the atlas we built, not as proof of how many gigabytes the board has. Browsers also cap texture size. A failed allocation is a software limit as often as a hardware one.

When to use another test

For raster draw, use the 3D test. For fragment math without a huge texture, use the shader test. Volume Shader remains the ray marched scene on Run Volume Shader.