Skip to main content

Texture bandwidth test

Eight RGBA textures, dependent samples, and many fullscreen passes. The timer stops so you get a clean FPS snapshot of memory and bandwidth load.

Rated 4.4 out of 5 based on 276 reviews

Your browser does not support the HTML canvas element.
Frame rate
--
FPS
Frame time
--
ms
Time left
--
s
Tex dimensions
--
Active layers
--
Est. texture VRAM
--
MB
Shader passes / frame
--
Texture samples / px
--
Framebuffer
--
Frame stability
--
%
Status
--

What this test measures

Pass count is aggressive, so bandwidth and ALU rise together. This is harder than a single fullscreen blit. If FPS collapses when you only raise resolution, memory capacity or the bus is the likely limit. Jitter late in the timer often means thermal throttling.

  • Resolution sets the square size of all eight textures (clamped to the GPU max).
  • Layers set how many textures each fragment samples per pass.
  • The sample window stops the run and shows aggregate metrics.

Graphics adapter

Renderer
-
Vendor
-

How to run the texture test

  1. Start at 2K and 4 layers unless you know the GPU is discrete and cool.
  2. Press Start and let the window finish.
  3. If FPS is stable, raise layers, then resolution.
  4. Watch status if a mobile GPU refuses the largest size.
  5. Compare the same preset on integrated versus discrete GPU on a laptop.

Texture bandwidth test

WebGL memory and sampling pressure

What you measureFPS under large textures and dependent reads
Risk4K × eight textures is enormous; phones may clamp or fail

What this test stresses

Graphics chips often fail first on texture traffic, not on pretty shaders. This page allocates large images, then samples them with dependent reads across many passes. Use it when a volume shader still looks fine but games hitch on streaming textures.

Phone and PC

A phone GPU often clamps 4K textures or drops the context. Start at 2K and four layers. On a laptop, compare the same preset on integrated versus discrete graphics if the machine can switch. Stop if the device is uncomfortably hot.

Texture test questions

Why did the test refuse 4K?
The GPU caps texture size. Status text reports a clamp. Drop to 2K or 1K.
Can I run this on a phone?
Yes, at a lower resolution. Keep layers modest. Large textures fill mobile memory quickly.
Is this a volume shader BM test?
No. It hammers texture memory. Volume shader BM is at /tests/vsbm/.
How do I read FPS here?
Let the sample window finish, then compare FPS and stability at the same resolution and layer count. A collapse only when you raise resolution usually points at memory or the bus.