Local WebGL 2 · No download · Score on Start

Volume Shader Test

Run the colorful Volume Shader scene here. A real frame can preload and hold still; hover for full-quality slow spin, drag for fast control, then Start when you want a timed score.

Local benchmarkNo accountLocal device detection

Session complete

Your local Volume Shader session summary

Volume Shader score--Score = average rendered frames per second × 100. Compare only runs using the same browser and viewport.
Average FPS--
Test duration--
Test sourceLocal WebGL 2 renderer

Environment

GPU
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Browser
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Operating system
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Graphics API
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Session ID--

Preview and scoring both use this page’s local WebGL 2 renderer. Start begins the timed score; Stop ends the scored run and opens a downloadable session report.See fair comparison setups

Key features

A complete Volume Shader test on one page

The renderer, controls, live measurements, and report all run in this page. There is no third-party frame or redirect—preview, Start scoring, and Stop stay under your control on this site.

Runs directly on this page

The WebGL 2 mushroom scene, controls, metrics, and report all stay on this page—no redirect, iframe, download, or third-party benchmark site.

Interactive live scene

Hover for a full-quality preview with a slow spin. Drag to turn faster, and scroll or pinch to zoom—same renderer as the timed test.

Phone and PC access

Run the same local renderer on a phone, tablet, laptop, or desktop whose browser supports WebGL 2.

Score only when you Start

A still real frame may preload after open. Continuous scoring starts only with Start. Stop ends the timed run and keeps results local.

Colorful mushroom scene used by the Volume Shader GPU benchmark
The preview, live canvas, metrics, and final report belong to the same local benchmark workflow.

What it is

What is the Volume Shader BM test?

Volume Shader BM is a popular name for browser GPU tests that use fragment-shader math and repeated ray-marching work to draw a continuously changing volumetric scene. “BM” means benchmark. This implementation renders a colorful mushroom-like field and measures its own frame loop directly.

Why scores differ between tools

Browser GPU tests may use different shaders, resolutions, timers, and scoring rules. This page measures its own renderer directly, so its FPS and score describe this workload only and are never presented as another benchmark’s result.

Browser and device support

This benchmark needs JavaScript, canvas, and a working WebGL 2 context. It can run on current phone and PC browsers, but managed devices, disabled hardware acceleration, older drivers, or strict browser settings can produce a blank scene or compilation failure. Support does not guarantee fast rendering.

Related browser graphics tools

Visit the GPU test tools hub for related checks, or open theWebGL capability checker before loading the full scene. The checker confirms API availability only; it does not predict the full benchmark’s FPS.

Tool typeInstallMain signalBest use
This browser benchmarkNoneLive FPS and local scoreQuick same-tool comparisons
Other web benchmarkNoneSite-specific FPS or scoreComparisons inside that implementation
Native GPU suiteRequiredMultiple standardized workloadsDetailed hardware comparison

How to

How to run the volume shader test

Preview the real scene, interact at full quality, then Start for a timed score. Stop ends the scored run, freezes the continuous load again, and opens the local session report.

Real WebGL Volume Shader mushroom frame held still after page load
01

See the real scene

After the page opens, a real WebGL mushroom frame can preload and hold still so you are not looking at a fake photo.

Full-quality Volume Shader mushroom scene for drag and zoom interaction
02

Preview at full quality

Hover for full-quality slow spin, drag for fast control, and scroll or pinch to zoom. Matching view and browser conditions still matters for fair comparisons.

Volume Shader mushroom scene used for matched timed test comparisons
03

Start to score, then Stop

Press Start for the timed scored run (faster auto-spin). Press Stop for average, min, and max FPS, duration, score, and device details in a local report.

Why choose this test

Direct control over the complete workload

01

Measure the actual render loop

FPS, frame time, and duration come from the same loop that draws the scene on this page.

02

Release the GPU cleanly

Stop cancels the animation frame, deletes the program, and requests WebGL context loss.

03

Stay in control

Idle holds a still frame; hover/drag is full-quality preview; Start is the scored run. Stop when the device becomes warm or slow.

04

Keep results private

Reports are generated locally and can be copied or downloaded without submitting benchmark data.

Pro tips

Make a Volume Shader test comparison more honest

This page gives you a continuous interactive workload, not a hardware certification. Decide what you will observe before starting, prepare both devices the same way, and record every browser or power condition that could change the experience.

  1. 1

    Use the exact same URL

    Open this page on both devices. Do not compare its score with another site that uses a different shader or resolution rule.

  2. 2

    Match the camera and viewport

    Keep orientation, browser viewport, zoom, rotation, and camera distance aligned because visible work changes with the view.

  3. 3

    Control temperature and power

    Let warm hardware cool, then test both plugged in or both on battery with the same power-saving policy.

  4. 4

    Keep the browser matched

    Record the browser and version. Shader compilation, graphics backends, and scheduling can differ across browsers.

  5. 5

    Stop between observations

    Avoid leaving the volume shader test running in the background. Stop it, let the device recover, and repeat the same procedure.

FAQ

Volume Shader test questions

Direct answers about the local renderer, phones, FPS scoring, code provenance, safety, and fair comparisons.

What is a volume shader test?

A volume shader test is a browser graphics workload built around fragment-shader calculations and a continuously rendered volumetric-looking scene. This tool uses ray marching to create sustained GPU work, but it is not a hardware certification or complete benchmark suite.

What does BM mean in Volume Shader BM?

BM means benchmark. Volume Shader BM, volumeshader_bm, and VSBM are common search terms for this type of browser GPU test. Different sites may use different shaders, resolutions, counters, and scoring rules, so compare results only within the same tool.

Is this benchmark loaded from another website?

No. The canvas, WebGL 2 shader, controls, live measurements, and report run directly on this page. It does not embed or redirect to another benchmark website.

Can I run the volume shader test on a phone or iPhone?

Yes, if the mobile browser supports WebGL 2. Close heavy apps first, avoid testing while the phone is already hot, and be ready to stop if touch input becomes unresponsive. Results vary with browser engine, temperature, battery mode, and viewport.

How are FPS and the score calculated?

FPS is counted directly from frames completed by this page’s rendering loop. The local score is average FPS multiplied by 100. It is useful for repeated runs in this tool, but it is not comparable to scores from a different benchmark.

What is a good Volume Shader BM result?

There is no universal good score because viewport, browser, power mode, temperature, and refresh rate affect the result. Compare two devices with the same browser, viewport, camera view, power state, and starting temperature.

Why is the volume shader test slow, frozen, or black?

A slow or frozen volume shader test usually means the workload is too heavy for the current browser, the device is throttling, or hardware acceleration/WebGL is unavailable. A black frame can also follow shader compilation failure. Stop the frame, cool the device, close GPU-heavy tabs, then check the WebGL capability tool.

Can a volume shader test damage my phone or GPU?

A short browser test should not damage healthy hardware, but the continuous shader can raise power use, temperature, fan speed, and input lag. Device protection may throttle or terminate the work. Stop immediately if the device becomes unusually hot, unstable, or difficult to control.

Does this Volume Shader test upload a result?

No benchmark report is submitted to a result collector, account, or leaderboard. PageView traffic analytics and Microsoft Clarity interaction analytics operate separately as described in the Privacy Policy.

Why not copy the public cznull or competitor code?

Publicly viewable source is not automatically open source. The related public repositories do not declare a license that grants commercial copying rights, and the competitor’s terms prohibit reverse engineering. This renderer is therefore independently implemented.

Why do Chrome, Safari, and Firefox feel different?

Browsers can use different WebGL implementations, shader compilers, graphics backends, frame scheduling, and power policies. A browser change can alter the experience even on the same GPU, so cross-browser runs measure the browser stack as well as the hardware.

How can I make two volume shader results fair?

Use this same page, browser version, viewport size, camera position, zoom, power state, and starting temperature. Close background GPU work, use the same run duration, and compare the average FPS or score in the final report.

Ready to test

Start the Volume Shader test when ready

Preview first if you want, then press Start only when you are ready for a timed scored run. Keep the run brief, and use Stop to end scoring and free continuous GPU work.

Back to the test launcher