Canvas texture test

Images are generated on temporary 2D canvases and drawn as animated textures. The displayed memory figure estimates image pixel storage; it is not physical VRAM usage or measured memory bandwidth.

Canvas 2D + JavaScript

Before you start

Save your work, close competing apps, and keep the device ventilated. Use a current browser with hardware acceleration where available. Start with a short run and modest settings. Stop if the device becomes unresponsive or displays unexpected glitches.

Run and compare

Start with the defaults. Observe FPS and the workload count for 30–60 seconds. Where configurable, change only Texture Size, then repeat under the same conditions. Some demonstrations adapt their workload automatically; compare both the workload count and FPS. Stop with the button or Escape.

Interpret the result

A steady low FPS can simply mean a demanding workload. High FPS at a display refresh limit does not prove maximum GPU performance. Compare repeated runs with identical settings; differences between browsers also include their rendering engines.

A blank canvas or context loss can result from unsupported WebGL, browser memory limits, a driver reset, or software rendering. Reduce the workload and retry. Reproduce a problem in another application before drawing a hardware conclusion.

What this test cannot establish

Simulation and drawing use JavaScript and Canvas 2D. CPU scheduling, canvas compositing, and the browser all affect FPS; this is not an isolated GPU benchmark.

This site cannot read GPU temperature, power draw, clock speed, or utilization through WebGL. Use a separate hardware monitor for those readings. A successful run does not guarantee stability in games, rendering software, or other workloads.

Testing methodology