Volume Shader BM TEST
A browser benchmark that raymarches a mathematically defined 3D scene with WebGL 2.0.
Apply a controlled fragment-shader workload locally, with no installation required.
Waiting for Command
Rendering engine is ready. Please select a test mode from the right panel to start real-time rendering.
Rendering engine
WebGL 2.0 is the default current engine. WebGL 1.0 preserves the original benchmark algorithm; compare results only within the same engine.
Select Test Mode
Hardware Environment
Public benchmark data
Historical reviewed browser GPU results
The benchmark runs locally by default. Published rows include device, browser, mode and stability context.
Archive notice: these rows used the legacy WebGL 1.0 engine and are not comparable with the current WebGL 2.0 benchmark. New rows require a controlled retest.
| Device | Mode | Engine | FPS | Score |
|---|---|---|---|---|
MacBook Air 13 M1 Apple M1 7-core GPU | Medium | WebGL 1.0 (legacy) | 52 | 15,600 |
MacBook Air 13 M2 Apple M2 8-core GPU | Medium | WebGL 1.0 (legacy) | 61 | 18,300 |
Intel UHD 620 laptop Intel UHD Graphics 620 | Light | WebGL 1.0 (legacy) | 42 | 4,200 |
Desktop RTX 3060 NVIDIA GeForce RTX 3060 | Heavy | WebGL 1.0 (legacy) | 74 | 37,074 |
Desktop RTX 4070 NVIDIA GeForce RTX 4070 | Heavy | WebGL 1.0 (legacy) | 112 | 56,112 |
What this test measures
- Fragment shader ALU load through WebGL raymarching
- Average FPS, low-FPS floor and stability clues
- Browser GPU acceleration and thermal throttling behavior
- Mode-specific score comparisons, never mixed-mode rankings
Popular device comparisons
All reportsiPhone browser GPU results
Mobile Safari can hit a strong Light-mode baseline, but repeated runs are limited by temperature and battery policy.
MacBook WebGL GPU results
Apple Silicon laptops perform well in Medium mode, but fanless models can lose stability during long stress loops.
Integrated vs dedicated GPU results
Dedicated desktop GPUs pull away in Heavy mode, while integrated GPUs should use Light mode for a useful baseline.
Changelog
Maintained benchmark methodologyMigrated the benchmark engine to WebGL 2.0.
Introduced a separately maintained SDF scene and labeled all historical WebGL 1.0 rows as a non-comparable archive.
Added public methodology, device reports and reviewed result tables.
Pages now separate local benchmark execution from opt-in public data and explain score limits.
Published first methodology article.
Documented test modes, FPS interpretation and privacy boundaries.
Initial browser raymarching benchmark launch.
Released the original legacy engine with Light, Medium, Heavy and Extreme modes.
Reading your FPS result
A quick guide to what the number means before you compare it with friends.
This workload is rendering smoothly under the current conditions.
This workload is running at a moderate interactive frame rate.
Heavy load — switch to Light or Medium mode for a fairer reading.
This mode is below a comfortable interactive frame rate. The FPS alone does not identify the cause.
These bands describe only this workload. Compare the same engine, mode, resolution and browser conditions.
Tips for phones & tablets
- Plug the device into power before starting a long run.
- Close background apps and disable low-power / battery saver.
- Run Light or Medium mode first, then step up to Heavy.
- Give the device a minute to cool down between runs.
Tips for Chrome / Edge / Safari
- Enable hardware acceleration in your browser settings.
- On Chrome / Edge open chrome://gpu to confirm WebGL 2 is using your GPU.
- On laptops, force the dedicated GPU instead of integrated graphics.
- Close other heavy tabs — a video on another tab can starve the benchmark.
How this test compares
| Test | Runs in browser | Focus | Install required |
|---|---|---|---|
| Volume Shader BM Test | Yes | GPU raymarching, shader ALU stress | No |
| WebGL Aquarium | Yes | Lightweight scene, polygon throughput | No |
| 3DMark | No | Comprehensive native benchmark | Yes |
MacBook WebGL GPU Test Results
MacBook Air M1 and M2 browser GPU reference rows, test conditions, fanless thermal notes and fair comparison rules.
iPhone Browser GPU Test Results
iPhone Safari Light-mode reference data, thermal throttling notes and a practical protocol for fair mobile GPU testing.
Technical Principles
Volume Shader BM uses WebGL raymarching: WebGL 2.0 is the default current engine, while an optional WebGL 1.0 engine preserves the original benchmark algorithm. Unlike traditional polygon-based game benchmarks, both paths run a heavy Raymarching workload.
- Volume Rendering: We do not use any 3D model files. All pixels on the screen are calculated in real-time through mathematical formulas (SDF signed distance fields).
- Shader Load: The test runs in the fragment shader. Heavy mode allows up to 1002 ray steps per pixel, with early exit when the ray reaches the scene or leaves the test volume.
- Real Stress: This isolates one browser WebGL fragment-shader workload. It does not measure AI inference, scientific computing, game performance, or the GPU's overall theoretical peak.
Frequently Asked Questions (FAQ)
Why does my device heat up severely during testing?
Heavy modes keep the fragment shader busy and can increase power use and heat. Actual GPU utilization varies by device, browser, resolution, and thermal limits. Stop the test if the device becomes unusually hot or unstable.
What does the test score mean?
The score is average FPS × normalized workload (ray steps and solver accuracy) × 100. Test duration is not part of the formula. Compare only results from the same engine version, mode, resolution, and browser conditions.
Why does the screen look laggy (low FPS)?
If your frame rate is below 15 FPS, it means the current test mode (such as Extreme) exceeds your GPU's load capacity. It is recommended to try Light or Medium mode.
Will my data be uploaded?
By default, no. Rendering and calculations happen in your local browser. Public result rows require a separate opt-in submission or editorial review.