Test your GPU's 3D rendering performance directly in the browser. Measures frames per second, frame time, draw calls, triangle throughput, and stability — no install required.
Configure your test settings, then click Start Test to begin the WebGL benchmark. The scene renders 3D geometry with dynamic lighting and measures GPU throughput.
What the metrics mean and how to interpret your score.
| Score Range | FPS (Medium, 300 objects) | GPU Tier | Examples |
|---|---|---|---|
| 8,000+ | 60+ FPS | High-end discrete GPU | RTX 4070+, RX 7700 XT+ |
| 5,000–7,999 | 45–59 FPS | Mid-range discrete GPU | RTX 3060, RX 6600, GTX 1080 |
| 2,500–4,999 | 30–44 FPS | Entry discrete / strong integrated | GTX 1650, Intel Arc A380, M2 Pro |
| 1,000–2,499 | 15–29 FPS | Integrated graphics | Intel Iris Xe, AMD Vega 8, M1 |
| Below 1,000 | <15 FPS | Basic / legacy GPU | Older integrated, mobile GPUs |
FPS (Frames Per Second) — How many complete frames your GPU renders per second. Higher is better. 60 FPS = smooth. Below 30 FPS = noticeably choppy. The live meter updates every second during the test.
Frame Time (ms) — Milliseconds to render one frame. 16.7ms = 60 FPS. 33.3ms = 30 FPS. Lower is better. Frame time variance (jitter) affects perceived smoothness more than average FPS.
Stability % — How consistent your frame rate is. 100% = perfectly smooth. Below 80% = noticeable stuttering. Calculated as: (1 - standard deviation / mean FPS) × 100.
Draw Calls — Number of times the CPU commands the GPU to draw something per frame. More draw calls = more CPU-GPU communication overhead. Shown per frame.
Triangles — Total triangles rendered per frame. A triangle is the basic 3D primitive. More triangles = more geometry detail. Modern GPUs handle hundreds of millions per second.
Score — Composite benchmark score combining avg FPS, stability, and triangle count normalized to scene complexity. Higher scores = better GPU rendering performance.
What affects 3D rendering performance and how WebGL works in browsers.
This test uses WebGL — the web standard for hardware-accelerated 3D graphics — to render a scene of 3D objects using your GPU. Each object is transformed (rotated, scaled, translated) and lit by dynamic lights every frame. The more objects and the more complex the geometry, the harder your GPU works. The FPS meter measures how fast your GPU completes each frame of rendering.
GPU rendering is limited by several factors: geometry complexity (triangles per frame), shader processing (vertex and fragment programs), texture sampling (VRAM bandwidth), and draw call overhead (CPU-GPU communication). This test is primarily GPU-bound — it stresses the shader units and rasterizer. For CPU-bound tests, look at physics simulations and game logic workloads.