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FPS & Frame Performance3D GPU Benchmark

WebGL FPS Test — Test Browser Graphics Performance

Benchmark real-time 3D WebGL rendering throughput, 1% low frame stability, and GPU hardware acceleration in your browser.

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WebGL Graphics Performance Test

Renders thousands of 3D instanced geometric objects under dynamic lighting to benchmark browser WebGL frame delivery.

Workload:
Duration:
Scale:
Average FPS
Harmonic mean
1% Low FPS
Bottom 1st percentile
P95 Frame Time
Tail latency ms
Stability Score
Cadence consistency
WebGL Diagnostics TelemetryWebGL 2.0
Graphics Renderer (Unmasked where permitted)Evaluating...
Max Supported Texture Dimension
Max Viewport Dimensions
Hardware Antialiasing (MSAA)Supported

Benchmarking Methodology

The benchmark executes a deterministic 3D scene using GPU hardware instancing. Each frame transforms vertices and evaluates Phong lighting on the GPU, measuring frame intervals via high-resolution performance timers:

  • Average FPS: Harmonic mean throughput across the active benchmark window.
  • 1% Low FPS: The average of the slowest 1% of rendered frames, exposing hitching under graphics load.
  • P95 Frame Time: 95th percentile frame generation latency in milliseconds.

Frequently Asked Questions

What does the WebGL FPS Test measure?

The WebGL FPS Test benchmarks how smoothly your web browser and GPU can render complex real-time 3D scenes (thousands of instanced geometric objects with dynamic directional lighting and matrix transformations) under browser compositor constraints.

Why is browser WebGL performance different from native game benchmarks?

Web browsers execute WebGL within a secure sandbox layer and synchronize frame presentation with the operating system desktop window manager (DWM/Quartz/Wayland), which caps maximum frame rates to your monitor refresh rate unless specific browser flags are configured.

How do workload presets affect GPU stress?

Standard renders 1,000 instanced cubes; High expands to 3,000 cubes; Extreme renders 8,000 cubes. Higher workloads increase vertex transformation load and GPU fragment fill-rate demand.