SDF ray march test
Classic sphere tracing in a fragment shader: animated primitives, lighting, and optional reflection marches. Raise steps until surfaces look crisp, then measure FPS.
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What this test measures
This is GLSL ray marching on the fragment pipe. It does not use hardware ray tracing extensions. Raise steps until surfaces look clean, then read FPS. Desktop GPUs tolerate aggressive settings longer than fanless tablets.
What the controls do
- March steps cap the inner loop per ray segment.
- Bounce depth adds extra march sequences for reflections.
- Work scales with passes × steps × bounces × pixels.
Graphics adapter
- Renderer
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- Vendor
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How to run the ray march test
- Start with a moderate step count so the surface is visible.
- Raise steps until edges look stable, then note FPS.
- Add a bounce only after the base march is smooth.
- Compare with the volume shader tests if you wanted a volumetric BM scene.
SDF ray march
Software sphere tracing in WebGL (not DXR / hardware RT)
| What you measure | FPS under step count, bounces, and pixel count |
|---|---|
| Not | Hardware ray tracing APIs |
Ray marching is not hardware ray tracing
This test marches a signed-distance field in the fragment shader. That is a known GPU shader workout with a 3D look. It is not DXR, Vulkan ray tracing, or Metal ray tracing. If you wanted a volume shader BM test, use /tests/vsbm/ instead.
Phone and PC
Raise march steps until surfaces look filled in, then read FPS. Extra bounces cost more than a small step increase. On a phone, keep steps modest. Desktop GPUs tolerate aggressive settings longer than fanless tablets.
Ray march questions
Why do I see holes at low step counts?
Is this hardware ray tracing?
Is this a volume shader BM test?
Can I run it on a phone?
Results
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Summary
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Tracing
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Details
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