Browser GPU Benchmark: How Fast Does My GPU Draw?

A short WebGL 2 and WebGPU shader benchmark at 1920 × 1080, rendered offscreen so vsync doesn’t cap it. Run it again to compare settings.

Run the browser graphics benchmark

Renders a heavy fractal shader into an offscreen 1920 × 1080 image, as fast as your graphics card allows, for about 10 seconds. It measures how fast your browser can draw with the GPU, not everything a full GPU benchmark or a game would test.

The scene appears here while the test runs.

How the benchmark works

Each pass runs a Julia-set fractal with 160 iterations for every one of the 2,073,600 pixels, with no early exit, so every pass does the same work. Passes are drawn into an offscreen image and never shown while they are timed, so your display's refresh rate (vsync) doesn't cap the result. The test sends passes in batches of about 30 ms, waits for the GPU to report each batch finished (a WebGL 2 fence or WebGPU's onSubmittedWorkDone), and divides the batch time by the passes in it. The first half second warms the GPU up and isn't counted.

The result is the median over all batches, and "slowest 5%" is the frame time only 5% of batches were slower than. A big gap between the two means the speed changed during the test: other apps, a thermal limit or a power setting. Battery saver, a laptop running on battery and browser energy saving modes all lower the score, and so does anything else using the GPU.

What your browser reports

Graphics card–
Renderer string–
WebGL 2–
WebGPU–
Hardware acceleration–
WebGPU adapter, features and limits

Checking…

WebGL parameters and extensions

Checking…

Find the exact model in your system

Your system always knows the full name, even when the browser hides it:

Windows
Press Ctrl Shift Esc for Task Manager, open Performance and select GPU 0 (and GPU 1 on laptops with two): the model is at the top right. Or press Win R, type dxdiag and open the Display tab.
Mac
Apple menu, About This Mac. On Apple silicon the GPU is part of the chip (for example "Apple M3"); System Settings, General, About, System Report, Graphics/Displays lists its number of GPU cores. Intel Macs show the card next to Graphics.
Linux
Run lspci | grep -iE 'vga|3d|display' in a terminal, or glxinfo -B (package mesa-utils) for the device and driver. NVIDIA cards also answer nvidia-smi.
ChromeOS
Open chrome://gpu and look under Driver Information for GL_RENDERER.
Android
Chrome usually reports the exact GPU (Adreno, Mali, Immortalis, PowerVR, Xclipse). The phone's processor sets the GPU: look up the chipset under Settings, About phone.
iPhone and iPad
The GPU is part of the chip, which follows from the model: Settings, General, About shows the model name, and Apple's tech specs page for it names the chip.

How to get a reliable result

  1. Plug in a laptop or phone and close games, video and other heavy tabs.
  2. Press Run benchmark and keep this tab in front. The test stops by itself if you switch tabs or minimise the window, because browsers slow down background tabs and the number would be wrong.
  3. It runs WebGL 2 for about 7 seconds and then WebGPU for about 7 seconds where your browser has it (10 seconds of WebGL 2 otherwise). The preview shows the scene now and then; with reduced motion turned on in your system it only shows the last frame.
  4. Run it two or three times. Each run adds a row, so you can see how steady the result is.

What the numbers mean

Median is the typical number of 1920 × 1080 frames the GPU finished per second, and frame time the same figure in milliseconds per frame. Slowest 5% is the frame time only the slowest twentieth of batches exceeded: close to the median means steady clocks; much higher means something interfered, such as another app, thermal throttling or a power limit kicking in.

The shader is a Julia-set fractal computed 160 times per pixel with no shortcuts, so it mostly measures shader arithmetic and how fast the GPU fills pixels. That is what browser games, maps and 3D viewers lean on, but a full GPU benchmark also tests video memory, geometry and ray tracing, which this doesn’t. A software renderer typically manages only a few frames per second: if that is your result, the hardware acceleration notice on this page explains how to fix it.

GPU TesterSomeone shared their result

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