Particle System Physics
GPU transform-feedback particle simulation with gravitational attractors and curl-noise motion.
Particle System
This canvas shows the animated graphics workload used to stress the GPU. It is decorative; results are listed in the metrics below.
- FPS
- –
- 1% LOW
- –
- FRAME TIME
- –
- SCORE
- –
- TIME
- 0:00
- LOAD
- –
- ERRORS
- 0
Before you start
GPU stress tests can significantly increase GPU load, temperature, power draw and fan speed.
Stop the test if your system becomes unstable, overheats, crashes or behaves unexpectedly. Do not run extreme tests on hardware with known cooling problems. This website cannot guarantee hardware safety.
This is a deliberately punishing test. It can push your GPU to its thermal and power limits for minutes.
- Laptops: plug in the charger and make sure the vents are clear.
- Make sure your GPU is cooled properly. Do not run this with known fan or cooling problems.
- Save your work and close other important tabs. A weak or overheated GPU can make the screen flicker or the graphics driver reset, which may close apps.
- You can stop at any time with the Stop button or the Escape key. The test also stops itself if frames take more than two seconds.
Long run: this test keeps the GPU busy for five minutes or more, so your computer will get warm. Laptops should be plugged in. You can stop at any time with the Stop button.
GPU transform-feedback particle simulation with gravitational attractors and curl-noise motion.
About this test
A GPU particle simulation: hundreds of thousands of particles move under gravitational attractors and curl-noise forces, updated with transform feedback and then drawn. It stresses vertex processing and memory bandwidth more than pixel shading.
It does not test video encode or decode, ray tracing or compute shaders, and it only reports what the browser can see.
How to read the results
Watch the average FPS for how much work the GPU finished, and the 1% and 0.1% lows for stutter. The SMG Verdict after the run scores power, steadiness, endurance, pacing and spike control from 0 to 100 and gives a tier from S to D. The class score removes intensity and resolution so runs at different settings share one scale; about 2,000 is a steady 60 FPS.
The Particle Score rises with particle count and frame rate, so compare runs at the same intensity.
Frequently asked questions
What does a particle test show that the 3D scene does not?
It leans on vertex throughput and memory traffic with very little texture work, so it can expose limits the 3D scene does not.
Can I raise the particle count?
Choose a higher intensity before starting. The count is capped at a safe maximum.
Why did my score drop in the second half?
A steady decline over the run usually points to heat or power limits. The Endurance axis in the verdict measures this.
Does it use WebGPU?
No. It uses WebGL 2, so it runs on most current devices.
Share feedback about this test
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