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Particle GPU test

The CPU moves the swarm; the GPU draws the points. Raise count and physics tier to see where FPS falls on a phone or a PC.

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Frame rate
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FPS
Frame time
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ms
Active particles
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Physics tier
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Performance stability
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%
Est. particle data
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MB
Status
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What this test measures

Wind, vortex, and gravity variants change with physics tier. Higher tiers add substeps before the GPU draws textured points. If FPS drops only when count rises, drawing is likely the limit. If FPS drops when tier rises at the same count, simulation on the CPU is likely the limit.

  • Count-only FPS collapse points at vertex or fragment pressure.
  • Tier-only FPS collapse at constant count points at CPU simulation.
  • Stability captures noisy frame times over the rolling window.
  • Keep a phone cool for a fair comparison.

Graphics adapter

Renderer
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Vendor
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How to run the particle test

  1. Start near the default count and tier 2.
  2. Press Start and note FPS.
  3. Raise count until FPS halves, then reset and raise tier instead.
  4. Compare the two curves: count-bound versus simulation-bound.
  5. Stop if the device overheats.

Particle swarm test

Hybrid CPU integration plus WebGL point drawing

What you measureFPS, active count, physics tier, and stability
DevicesAndroid phones and PCs with WebGL

What this particle test loads

A particle GPU test splits work: the main thread integrates positions, then WebGL draws textured points. That is why two sliders exist. Count hits fill rate. Physics tier hits CPU substeps and force math. Use it when you care about swarms, not volume shaders.

Phone and PC

Start near the default count. Raise count in steps on a phone. If FPS drops only when count rises, drawing is likely the limit. If FPS drops when tier rises at the same count, simulation on the CPU is likely the limit.

Particle test questions

Will a high particle count freeze my phone?
It can stutter or drop the WebGL context. Raise count in steps and stop if the browser lags hard.
Is this a volume shader test?
No. Open /tests/vsbm/ for the volume shader BM scene.
How do I tell CPU limit from GPU limit?
Keep count fixed and raise physics tier to load the CPU. Keep tier fixed and raise count to load drawing. Compare which change drops FPS first.