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WebGL2 Diagnostic Tool

Rendering to Texture Test

Measure real-time GPU performance when rendering scenes into textures using WebGL2 framebuffer operations.

Real WebGL2Render-to-TextureGPU BenchmarkNo Download
--FPS|--ms|1% Low:--
2048×2048|4p

Ready to Benchmark

Configure render target resolution and passes below, then start the GPU render-to-texture test.

STATUS:STANDBY
TIME:00:00

Benchmark Configuration

Options lock during active run
RENDER TARGET SIZE:2048×2048
RENDER PASSES:4 Passes
TEXTURE FORMAT:RGBA8
TEXTURE FILTER:LINEAR
SCENE COMPLEXITY:HIGH
POST-PROCESSING:MEDIUM
RENDER SCALE:100%
TEST DURATION:30s

Live Telemetry & Diagnostics

LIVE FPS
--
Current
AVERAGE FPS
--
Benchmark Mean
1% LOW FPS
--
Slowest 1%
FRAME TIME
--
Per-frame ms
JITTER
--
Std Deviation
STABILITY
--
Pacing Score

Render-to-Texture Technical Metrics

WebGL 2.0
Render Target2048 × 2048
Render Passes4 Passes
Texture FormatRGBA8
Texture FilteringLinear
FramebufferActive
Post ProcessingMedium
Render Scale100%

Multi-Pass Render Pipeline Architecture

Hardware Stage Breakdown
PASS 1
Scene Render

Draws 3D raymarched surface into off-screen FBO color & depth attachments.

PASS 2
Texture Processing

Samples Pass 1 texture attachment, applies spatial 9-tap blur convolution into ping-pong FBO.

PASS 3..N
Post Processing

Iterative ping-pong dispersion passes with chromatic aberration and bloom accumulation.

FINAL PASS
Final Composite

Binds default canvas framebuffer (null) and blits tonemapped output with vignette.

FPS Over Time (Real-Time)

Continuous sampling of FBO rendering throughput

Avg: -- FPSPeak: -- FPS
0.0sTarget: 60 FPS (Green dashed)-- FPS

Frame Delivery Time (ms)

Spike & stutter detection across FBO pass switches

Avg: -- ms
0.0s16.7 ms Budget (Orange dashed)-- ms

Hardware & WebGL Diagnostic Context

Parameters queried directly from your browser's WebGL2 graphics pipeline.

Verified WebGL2
GPU RendererDetecting...
GPU VendorDetecting...
WebGL VersionDetecting...
Max Texture Size--
Max Renderbuffer--
Tex Image Units--
Combined Units--
Frag Uniforms--
Vert Uniforms--
Device Pixel Ratio--
Honest Hardware Disclosure: This benchmark measures WebGL2 render-to-texture performance. Browser security restrictions may prevent access to low-level GPU information such as temperature, power consumption, clock speed, or exact GPU utilization.

Understanding Render-to-Texture Performance

Learn the computational mechanics behind GPU Framebuffer Objects, multi-pass pipelines, and off-screen rendering bottlenecks.

FUNDAMENTALS01

What is Render-to-Texture?

Render-to-Texture (RTT) is a computer graphics technique where rendering output is directed into an off-screen GPU texture image instead of being displayed immediately on the user's screen. The generated texture can subsequently be filtered, deformed, or mapped onto 3D surfaces.

OPENGL / WEBGL02

What is a Framebuffer Object?

A Framebuffer Object (FBO) is a GPU resource that acts as an off-screen rendering destination. Rather than using the browser window's default framebuffer, developers attach custom color textures and depth renderbuffers to capture pixel data for multi-pass algorithms.

WORKFLOW03

Why are Off-Screen Render Targets Useful?

Off-screen targets enable critical graphics techniques like shadow mapping, bloom lighting, depth-of-field blur, screen-space reflections (SSR), dynamic water mirrors, and complex post-processing effects that require reading previously rendered frames as input textures.

ATTACHMENTS04

What is a Texture Attachment?

A texture attachment is a GPU texture bound to a specific framebuffer attachment point (such as COLOR_ATTACHMENT0 or DEPTH_ATTACHMENT). As the GPU executes draw calls, shaded fragments write directly into the memory allocated for that texture.

GPU PIPELINE05

Why Do Multiple Render Passes Increase Workload?

Each additional pass requires clearing buffers, binding new FBO targets, switching shader programs, and re-rasterizing screen fragments. Multiplying passes from 1 to 8 forces the GPU to repeatedly sample and write millions of texels across high-bandwidth memory caches.

CONVOLUTION06

What is Post-Processing?

Post-processing applies 2D spatial convolution kernels, color adjustments, or optical distortions across an existing render-target texture. Filters like Gaussian bloom sample multiple adjacent texels per pixel, stressing texture filtering units and raster ALUs.

RESOLUTION07

Why Does Render Target Resolution Affect Performance?

Texture memory scales quadratically with dimensions: a 512×512 texture contains 262,144 texels, whereas a 4096×4096 target contains 16,777,216 texels (a 64x increase). High-resolution render targets consume massive VRAM bandwidth and test GPU fillrate limits.

SAMPLING08

What is Texture Filtering?

Texture filtering determines how the GPU calculates pixel colors when sampling textures at non-integer coordinates. Linear filtering performs bilinear interpolation between neighboring texels, providing smooth visual gradients at a slight performance cost compared to Nearest filtering.

PRECISION09

What is RGBA16F?

RGBA16F is a 64-bit high dynamic range (HDR) texture format utilizing 16-bit half-precision floating-point numbers per channel. It prevents color banding in bright bloom highlights and shadow gradients, but requires double the memory bandwidth of standard 32-bit RGBA8.

FRAME PACING10

Why Can Framebuffer Operations Affect Frame Time?

Switching active framebuffers and changing render targets introduces pipeline flushes on certain GPU architectures. If textures are not pre-allocated or if bandwidth is saturated, frame time spikes and micro-stutter occur during target transitions.

Frequently Asked Questions

Everything you need to know about browser-based GPU framebuffer and render-to-texture benchmarking.