Skip to main content

Volume shader BM test

Timed official volume shader BM: Mandelbulb kernel and ray marcher. Pick Simple, Standard, Advanced, or Extreme, then read FPS, frame time, and stability.

Rated 4.7 out of 5 based on 2156 reviews

Your browser does not support the HTML canvas element.
Frame rate
--
FPS
Frame time
--
ms
Time left
--
s
Rendering resolution
--
Performance stability
--
%
Active level
--
Kernel iterations
--
March steps
--
Status
--

What this test measures

This is the official CZNull volume shader BM: a Mandelbulb-style kernel and ray marcher in WebGL 1. You pick Simple, Standard, Advanced, or Extreme (fixed iteration and step counts), start a timed run, and read FPS, frame time, and stability. The surface auto-rotates. Drag to orbit, right-drag or two-finger drag to pan, scroll or pinch to zoom. On a phone, start at Simple or Standard, or use the interactive volume shader test first.

  • FPS is how many presented frames the test counts each second, capped near 60 like the official loop. Higher is smoother.
  • Frame time is the cost of one drawn frame in milliseconds. It should stay even, not spike.
  • Stability shows how tightly those frame times cluster during the timed window.
  • Resolution is the drawable size after device pixel ratio. Phones may report a smaller buffer.
  • Kernel iterations and march steps are the official compile-time constants for the selected level. Compare scores only at the same level.

Graphics adapter

Renderer
-
Vendor
-

How to run the volume shader BM test

  1. Open this page in a current browser with WebGL enabled.
  2. Choose complexity (Simple, Standard, Advanced, or Extreme) and run duration. Start at Simple or Standard on a phone.
  3. Press Start and let the timer finish, or press Stop if the device gets too hot.
  4. Read FPS, frame time, and stability. Note the renderer name under Graphics adapter.
  5. Compare only runs at the same complexity. Use the interactive volume shader test to inspect the surface without a timer, or GPU stress for a longer overload.

Volume shader BM

Timed official CZNull volume shader (Mandelbulb kernel + ray marcher)

What you measureFPS, frame time, stability, and drawable resolution at an official complexity level
Where it runsIn this browser tab with WebGL 1 (GLSL ES 1.00)
DevicesPC, laptop, Android, and iPhone browsers that expose WebGL
InstallNone. This is a website, not an app store package
Your dataThe scene stays on the device. CZNull does not receive the GPU output
HeatExpected. Stop the run if the phone or laptop becomes uncomfortably hot

What a volume shader BM test is

A volume shader BM test is a graphics workout, not a game. Each pixel runs the official CZNull Mandelbulb-style kernel and ray marcher, then the page records how many frames it can present and how even those frames stay. Open this page when you want that scene in a browser instead of an installer.

Complexity is one of four official levels: Simple (2 iterations, 250 steps), Standard (5 / 1002), Advanced (7 / 1500), Extreme (9 / 2000). Pick a 30, 60, or 120 second timer. The picture is an implicit 3D surface. The point is to load the GPU and read FPS at a known workload.

Phone, Android, iPhone, and PC

The same page runs on a phone and on a desktop. A phone GPU throttles sooner, so start with a shorter duration and Simple or Standard. On a PC, close games and video tabs so the GPU is not sharing work. Plug into power when you can; battery modes often cap clocks and make FPS look worse than the chip can do.

This test uses WebGL 1. If the browser refuses to start, try another browser with hardware acceleration, or open the interactive volume shader test and stay on Simple.

How to read FPS on this test

FPS is how many drawn frames the test counts each second. A higher number looks smoother. Frame time is the cost of one frame in milliseconds; it should stay even. Stability shows how tightly those times cluster during the timed window.

Do not treat a single run as a lab score. Heat, battery mode, and other tabs change the result. Wait between back-to-back runs, and compare the same duration and complexity each time. If average FPS looks fine while stability falls, frame times are spiking.

Volume shader BM questions

What is a volume shader BM test?
It is the official CZNull WebGL volume shader: a Mandelbulb-style kernel and ray marcher that reports FPS, frame time, and stability. You run it in the browser. You do not install a desktop suite.
Does this test run on Android and iPhone?
Yes, in a mobile browser that supports WebGL. Phones heat and throttle sooner than desktop GPUs. Start with a shorter timer and Simple or Standard.
Is the volume shader BM test safe?
It raises temperature, which is normal for a GPU workout. Stop the run if the device is uncomfortably hot, the display stutters badly, or the browser context is lost. This is informal testing, not a manufacturer burn-in program.
What FPS should I expect?
There is no single good score. Phones often sit far below a desktop GPU on the same level. Compare your own runs with the same duration and complexity. Watch stability as well as average FPS.
Why does FPS drop after a while?
The GPU warms up and the driver or OS may lower clocks. Wait between back-to-back runs if you are comparing settings. Stability falling while average FPS looks fine usually means frame times are spiking.
Is this an app I download?
No. CZNull is a website. Open this page in Chrome, Safari, Firefox, or another current browser. There is no APK from this site.
How is this different from the interactive volume shader test?
Both pages use the same official kernel, marcher, and complexity levels. This BM page is timed, auto-rotates, and is capped near 60 FPS like the official loop. The interactive page has no timer and no auto-spin so you can inspect the surface.