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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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.
How to read the result
- 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
- Start near the default count and tier 2.
- Press Start and note FPS.
- Raise count until FPS halves, then reset and raise tier instead.
- Compare the two curves: count-bound versus simulation-bound.
- Stop if the device overheats.
Particle swarm test
Hybrid CPU integration plus WebGL point drawing
| What you measure | FPS, active count, physics tier, and stability |
|---|---|
| Devices | Android 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?
Is this a volume shader test?
How do I tell CPU limit from GPU limit?
Results
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Summary
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Details
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