2D physics GPU test
JavaScript solves disc contacts while WebGL overdraws points with expensive fragment math. Watch CPU and GPU charts move together.
Rated 4.5 out of 5 based on 267 reviews
What this test measures
This is toy physics: circles, impulses, walls, and repeated contact solves. It exists to load the machine, not to ship in a game. The main thread pays for collision; the GPU pays for overdraw.
Presets
- Low: fewer discs and fewer contact iterations.
- Medium: a mid-scale pile.
- High: largest population and heaviest per-substep solve.
Graphics adapter
- Renderer
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- Vendor
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How to run the physics test
- Start on Medium.
- Press Start and watch FPS plus stability.
- Raise the solver tier if you want more CPU work.
- Stop if the tab becomes unresponsive.
2D physics plus GPU points
Hybrid CPU solver and WebGL overdraw
| CPU work | Integration and pairwise contacts |
|---|---|
| GPU work | Repeated point drawing with heavy fragment math |
What this physics test is for
Some devices fail on CPU collision before they fail on shaders. This page makes that split visible. The main thread solves disc contacts; WebGL overdraws points. It is not a volume shader BM test and not a production physics engine.
Phone and PC
Start on Medium. Raise the solver tier only if FPS stays even. A phone can stutter or freeze the tab at High. Stop if the device is uncomfortably hot or the tab becomes unresponsive.
Physics test questions
Why does the pile reset when I change the solver?
Is this a 3D volume shader?
Can I run it on a phone?
How do I read FPS here?
Results
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Summary
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Simulation
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Details
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