Free GPU / WebGL Test
Inspect reported WebGL graphics limits and run a short local rendering workload. View measured frame timing without AI, uploads or a hardware-health claim.
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How to use the gpu / webgl test
Inspect reported WebGL graphics limits and run a short local rendering workload. View measured frame timing without AI, uploads or a hardware-health claim.
- Choose Inspect graphics to request a local WebGL context and view reported limits.
- Read the renderer, maximum texture size and WebGPU-presence information.
- Run GPU test to draw a five-second shader workload at 512 by 512 pixels.
- Keep the tab visible and review the rendered-frame rate; stop if needed.
When a quick WebGL check is useful
Browser games, 3D product viewers, online map tools and many design apps depend on WebGL. When one of them stutters or refuses to load, the first question is whether the browser has a working graphics context at all. This page answers that in a few seconds without installing anything.
It helps a support agent who needs a customer to report what the browser sees, a developer checking whether a laptop exposes a large enough texture size for a project, or someone who just switched on hardware acceleration and wants to confirm it took effect.
It is also a fair way to compare one browser with another on the same machine, or the same browser before and after a driver update, as long as everything else stays the same.
Worked example: reading a typical result
Choose Inspect graphics and the tool lists six fields: version, renderer, vendor, maxTextureSize, maxRenderbufferSize and webgpuPresent. On a typical modern laptop you might see a version string such as WebGL 1.0, a renderer naming the integrated graphics, and a maximum texture size of 16384. That means the browser accepts square textures up to 16384 by 16384 pixels.
Now run the GPU test on a 60 Hz display with the tab in front. The page draws a full-screen color pattern on a 512 by 512 canvas for five seconds, counting each frame the browser asks for. Around 300 frames in roughly 5 seconds gives a result near 60 rendered frames per second. On a 120 Hz screen the same machine will usually report close to 120.
If the number lands far below your refresh rate, for example 20, something is holding the browser back. Common causes are software rendering, a power saving mode or heavy work in other tabs.
What the numbers mean and how they are measured
The limits come straight from the browser through standard WebGL parameters. When the browser allows the debug renderer extension, the tool shows the unmasked renderer name; otherwise it shows the generic renderer string, which some browsers deliberately simplify for privacy.
The frame rate is frames drawn divided by elapsed seconds. Rendering is tied to the browser's animation loop, which normally runs at the display's refresh rate, so a healthy result usually matches that rate rather than exceeding it. The webgpuPresent field only says whether the browser exposes the WebGPU interface, not whether WebGPU will work.
The test runs in a small 512 by 512 drawing area so it stays quick and predictable. That size is the same on every device, which is what makes before and after comparisons on one machine meaningful.
Common mistakes to avoid
Switching tabs or minimizing the window stops the test, and the page reports an interruption instead of a score. Keep the tab visible for the full five seconds.
Do not compare results across monitors with different refresh rates as if they were benchmark scores. Also avoid reading maxTextureSize as video memory. It is a size limit for a single texture, and two very different graphics chips can report the same value.
Useful tips and limitations
- The renderer can be masked for privacy and does not always identify the physical GPU.
- This simple workload is limited by browser scheduling and refresh rate; compare only similar conditions.
- Close video calls and other graphics-heavy tabs before running the test so they do not compete for the same frames.
- If the page says WebGL is unavailable, check that hardware acceleration is turned on in your browser settings and restart the browser.
Common questions
Is the WebGL test a standardized graphics benchmark?
No. It is a small local rendering workload and reported-limit inspection, not a standardized score or a full hardware diagnosis.
Does the graphics test report available VRAM?
No. The browser does not expose a reliable general-purpose VRAM measurement here. Texture limits are not the same as VRAM capacity.
Why does my result stay at about 60 frames per second on a powerful computer?
The workload is light and follows the browser's animation loop, which usually matches a 60 Hz display. A faster GPU does not push it past the refresh rate.
What does it mean if the renderer shows a generic name?
The browser chose not to expose the detailed graphics name, often for privacy. The other limits are still reported.
Can I stop the test early?
Yes. Use the stop control while it runs, and no frame rate is reported for that attempt.
Device checks and recordings run locally without AI or media uploads. Permission is requested only when starting capture. Download anything you want to keep before leaving the page.
