Shader Math Shader
Fragment-shader ALU workload: iterative trigonometry and procedural noise with a bounded loop count.
Shader Math
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.
Fragment-shader ALU workload: iterative trigonometry and procedural noise with a bounded loop count.
About this test
A fragment-shader workload: iterative trigonometry and procedural noise with a bounded loop count. It saturates the arithmetic units of the GPU while using little memory, which makes it a useful probe for raw shader throughput and sustained clocks.
It does not exercise memory capacity, video hardware or ray tracing.
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 Shader Score follows the math throughput. A sharp early drop followed by a flat line is a typical boost-clock settling pattern and is usually harmless.
Frequently asked questions
Why use a math-heavy test?
It keeps the GPU's compute units busy with almost no memory traffic, so it shows sustained shader performance and heat from pure computation.
Will it make my GPU hot?
It can draw close to full power on some cards. Make sure the vents are clear and stop if temperatures climb higher than you are comfortable with.
Is a lower score on a laptop normal?
Yes. Laptops share power and cooling between CPU and GPU and often lower clocks quickly under load.
Does it show the same thing as a game?
Not exactly. Games mix shading with memory and geometry work, so use this to compare runs and spot changes.
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