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.
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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.
Controls
- 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
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- Vendor
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How to run the texture test
- Start at 2K and 4 layers unless you know the GPU is discrete and cool.
- Press Start and let the window finish.
- If FPS is stable, raise layers, then resolution.
- Watch status if a mobile GPU refuses the largest size.
- Compare the same preset on integrated versus discrete GPU on a laptop.
Texture bandwidth test
WebGL memory and sampling pressure
| What you measure | FPS under large textures and dependent reads |
|---|---|
| Risk | 4K × 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?
Can I run this on a phone?
Is this a volume shader BM test?
How do I read FPS here?
Results
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Summary
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Textures
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Details
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