Stage 2: find the GPU’s stable pressure ceiling.
A visual PlayCanvas scene runs while an adaptive pressure workload increases raster work. The controller observes frame, submission, and main-thread timing, backs away from dangerous stalls, and records what the browser can sustain. The stage has an 80-second maximum window.
Signals recorded by GPU pressure v2
Raster work/secondThe primary sustained pressure signal.
Visual FPS and lowA frame-pacing witness, not the overall score.
Stable workload ceilingThe calibrated workload held after ramp and backoff.
BackendWebGPU or WebGL2 context attached to the result.
Stability and decayHow evenly work was delivered and whether throughput fell.
Pressure classificationA timing-derived low, moderate, high, or critical signal.
Why the stage adapts
A fixed scene or FPS target produces incomparable amounts of work across hardware. Stage 2 ramps the pressure workload, remembers a safe ceiling, and backs off when GPU, submit, or main-thread time crosses its protection thresholds. Unsupported paths are disclosed as a legacy fallback instead of being labeled as v2.
What the result does not prove
The stage cannot read VRAM usage, temperature, clock, voltage, power, fan speed, or exact GPU utilization. A pressure or decay signal can be consistent with cooling, power policy, drivers, browser state, overlays, or background work; it is not proof of one cause.
Read the scoring and limitations or continue to Stage 3 path tracing.