Methodology

What Volume Shader BM Does Not Measure

A clear boundary page explaining why this benchmark is not a game FPS, ray tracing, VRAM or CPU benchmark.

🚀 volumeshadertest
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Volume Shader BM Test is intentionally narrow. It measures how a browser handles a synthetic WebGL fragment shader workload. That makes it useful for browser GPU diagnostics, but it also means the score should not be stretched into claims it cannot support.

It does not measure game FPS

Games depend on scene complexity, CPU draw calls, texture bandwidth, memory pressure, engine settings, driver profiles and native graphics APIs. A high browser shader score means the device handled this raymarching workload well; it does not guarantee a specific game frame rate.

It does not measure ray tracing hardware

The benchmark uses WebGL shader math, not hardware ray tracing APIs. RTX, Metal ray tracing, DirectX Raytracing and similar features are outside this test.

It does not measure VRAM capacity

The test is mostly shader arithmetic. It is not designed to fill large textures, stream assets or reveal video memory capacity. A GPU with more memory may not score higher if shader throughput and browser overhead are the limiting factors.

It does not measure CPU performance

The browser and JavaScript code do some setup, but the core workload is fragment shader rendering. CPU-heavy tasks such as physics, pathfinding, asset decompression or build times need different benchmarks.

What the score is good for

Use the score to compare the same test mode across similar browser conditions, detect disabled hardware acceleration, spot thermal throttling, and check whether a device can sustain WebGL 2.0 shader load.

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MethodologyBenchmark LimitsGPU