Free Volume Shader BM
GPU Performance Benchmark Tool
Run a browser-based volume shader GPU benchmark for real-time 3D visualization. Ray-march a Mandelbulb, tune iterations, step size and resolution, and see FPS and frame time. Export CSV results and share a link with exact settings for fair, reproducible tests.
Rendering Controls and GPU Stats
Presets
Higher increases fractal detail but reduces FPS; lower improves FPS with less detail.
Increase for speed (coarser sampling), decrease for quality (finer sampling).
Higher yields sharper images but costs FPS; lower reduces load with softer visuals.
Scroll over the canvas or use this slider to zoom the model.
FPS (avg)
0.0
Frame (ms)
0.00
FPS min
-
FPS max
-
GPU
Unknown GPU
Share Your Results
Share your benchmark results with friends and the community
How to Use
Select a preset (start with Ultra Low on modest devices).
Zoom the model with the Zoom slider or by scrolling over the canvas.
Adjust Iterations, Step Size, and Resolution to target a steady frame time.
view GPU stats inside the canvas (top-left overlay) or in the Rendering Controls & GPU Stats panel.
Both above areas also include a Start/Stop button, and either control can start or stop the benchmark.
Export results to CSV and share a link that encodes your settings.
For a step‑by‑step process, see our reproducible benchmarking guide.
Understanding Your Results
FPS shows throughput; frame time shows stability. Look for a narrow min/max band and a flat average for a smooth experience. When you compare devices or browsers, keep the same preset and zoom, then export and share your run for a fair, reproducible match‑up.
For safety and clarity, the benchmark prompts you if the average FPS stays under 10 for a while so you can choose to continue or stop. If the average FPS stays under 3 for a while, the test stops automatically and suggests using a lower preset.
FPS (Average)
Higher is better. Average frames per second over recent frames.
Frame Time (ms)
Lower is better. Average time in milliseconds to render a frame.
FPS Min/Max
Stability indicator. Min/Max over recent frames; closer together means steadier performance.
GPU Name
Reported by WebGL. Use it to identify the device under test.
How the Volume Shader BM Works
This benchmark ray-marches a Mandelbulb fractal entirely in a WebGL fragment shader. Each pixel traces a ray through 3D space and evaluates the fractal kernel to detect surface intersections. The camera continuously orbits to provide a consistent workload, and we compute FPS and frame time over a recent sliding window. Choose a preset to quickly set detail and resolution, use the sliders for fine control (including Zoom), export your latest numbers with Export Result, and share a link that embeds your exact parameters so others can reproduce your run and compare apples to apples. For background reading on the math and techniques, see Inigo Quilez’s articles on distance functions and ray marching distance fields.
Kernel Iterations
Controls fractal detail. Higher = more detail but slower; lower = faster with less detail.
Step Size
Sampling stride along the ray. Higher = faster but coarser; lower = finer quality but slower.
Resolution Scale
Renders at a scaled resolution. Higher = sharper but heavier; lower = lighter but blurrier.
Zoom
Adjusts camera distance to size the model on screen. Use the slider or scroll over the canvas. Kept within a safe range for visibility.
Important Notes
- Close other applications for accurate results
- Ensure your GPU drivers are up to date
- The test may cause your GPU to heat up
- Results may vary based on system configuration
Practical Guide to the Volume Shader BM
This page is more than a pretty fractal; it is a practical volume shader bm designed for real comparisons. It runs a consistent shader workload and shows clear metrics so you can evaluate hardware, browsers, and settings with confidence. If you prefer a short label, call it a volume shader bm; both terms in this guide refer to the same test. The goal is always reproducibility and clarity: run the same shader, control the same parameters, and compare the same measurements.
What the Volume Shader BM Measures
A volume shader benchmark stresses fragment math. Each pixel ray‑marches through space, evaluates a Mandelbulb kernel, and shades the surface. That means the GPU executes iterative loops, transcendental math, and branches across many pixels. When you use this volume shader bm, you are testing real compute throughput and memory behavior rather than a synthetic counter. That makes the results useful for graphics engineering and fair device‑to‑device comparisons.
Choose a Workload: Iterations, Step Size, Resolution
The three parameters—kernel iterations, step size, and resolution scale—define the workload in this volume shader bm. Iterations control fractal detail and cost per evaluation; step size controls sampling density along the ray; resolution scale controls how many pixels are shaded each frame. The volume shader bm exposes presets to get you close quickly and sliders for precision. Start light, aim for a frame time between 10 and 25 ms, and then keep your settings fixed for any head‑to‑head comparison.
Why FPS and Frame Time Both Matter
The UI shows FPS and frame time. In a volume shader bm the average FPS is convenient, but frame time reveals stability. A clean 16.67 ms trace at 60 FPS will feel better than a spiky trace that averages higher FPS. When you share your volume shader bm link and two devices show similar frame‑time shape under the same preset, you are seeing a legitimate hardware difference, not a setup quirk.
Reproducibility by Design
A trustworthy volume shader benchmark must be reproducible. Sharing is built into this page: the URL encodes iterations, step size, and resolution scale. Anyone who opens your volume shader bm link auto‑loads the same configuration before rendering starts. If you care about apples‑to‑apples, this is the simplest way to get there. Pair your shared link with a CSV export so you keep both the numbers and the exact setup.
A Simple Methodology That Works Everywhere
Use the following workflow with the volume shader bm: warm up for a minute, observe the frame time for another minute, export the results, and share the link. Repeat on the next device. This volume shader bm flow works on Windows, macOS, Linux, and modern mobile browsers because the renderer uses a single full‑screen fragment pass and avoids exotic extensions. Your comparisons remain consistent across environments.
What changes when you change parameters
- Kernel Iterations: In a volume shader bm this increases per‑pixel work. Higher values reveal compute headroom; lower values improve FPS.
- Step Size: Smaller steps improve precision in the volume shader bm but add samples per ray. Larger steps trade precision for speed.
- Resolution Scale: More pixels amplify fragment work. The volume shader bm scales neatly with this setting, so use it to size the load.
Compare Browsers and Drivers Fairly
Browsers use different GPU backends and shader compilers. A good volume shader bm exposes those differences as predictable deltas. Keep parameters fixed, close background apps, and test each browser in a fresh session. The volume shader bm will surface compiler or driver choices as differences in frame time and stability. When you publish results, include the browser and driver versions along with your share link.
Read GPU Stability from the Benchmark
Stability matters. With this volume shader bm a narrow FPS min/max band and a flat frame‑time trace indicate a steady device state. If you see periodic spikes, it may be thermal throttling, background activity, or power plan changes. The volume shader bm isolates shader work, so these symptoms tend to stand out more clearly than in a complex 3D scene.
Integrated vs. Discrete GPUs
Integrated graphics can absolutely run a volume shader bm—just begin with lighter presets. The same volume shader bm parameters will produce smaller frame times on powerful GPUs and larger frame times on modest hardware. That predictable scaling is exactly what you want in a fair comparison.
Build a Durable Baseline with the Benchmark
If you depend on a workstation or laptop, build a baseline. Pick one preset in this volume shader bm, export a CSV, and save the share link. Re‑run the same volume shader bm after every major driver or OS update. Over time you will collect clean before/after snapshots that explain performance shifts without guesswork.
Tips for Trustworthy Results
- Use the same preset in the volume shader bm across devices.
- Record FPS, frame time, and GPU name from the volume shader bm UI.
- Share your parameterized link so others can reproduce results in the volume shader bm.
- Note browser, driver, and OS; the volume shader bm is sensitive enough to show compiler changes.
Why This Benchmark Is Intentionally Simple
A complex scene can hide the very behaviors you want to measure. This volume shader bm intentionally uses a single full‑screen pass and a consistent Mandelbulb kernel. By keeping CPU overhead tiny and state changes minimal, the volume shader bm keeps the focus on fragment math throughput, cache behavior, and stability. Your data becomes easier to interpret and easier to share.
From Quick Checks to Long‑Form Testing
You can launch the volume shader bm for a one‑minute sanity check, or you can run a longer session to observe sustained clocks and thermals. Because the volume shader bm workload is explicit, longer runs remain comparable. If you test multiple power profiles or cooling modes, export separate CSVs and keep separate share links so nothing gets mixed up.
Putting It All Together
Start the volume shader bm, pick a preset that lands near your target frame time, and let the camera orbit stabilize. Watch the frame‑time trend, then export and share. Ask a friend to open the same volume shader bm link and report back. If both of you use the same settings, the comparison will be fair by default—and you will learn exactly how two GPUs handle the same math‑heavy shader.
Last updated: September 13, 2025