STAGE 2 OF 3

GPU Compute Stress Test

Stage 2 puts the GPU under 60 seconds of sustained compute shader load. It renders a 3D scene using complex multi-pass shaders that saturate GPU compute units, L2 cache, and VRAM bandwidth simultaneously. Like the CPU stage, the diagnostic signal is decay — how much performance falls from the initial peak as the GPU's thermal throttle engages.

What is Measured

PEAK FPS
Burst ceiling
VALLEY FPS
Thermal floor
DECAY %
Throttle depth
VRAM PRESSURE
Memory stress

VRAM Pressure Levels

LOW
Headroom available
MODERATE
Near capacity
HIGH
Bandwidth limited
CRITICAL
Compression active

VRAM pressure indicates how close the workload pushes GPU memory to its bandwidth ceiling. Critical VRAM pressure typically causes the driver to engage lossy texture compression, producing frame time spikes visible as high decay even on thermally healthy cards.

How the Test Works

The benchmark renders a 3D scene via WebGL 2.0 compute shaders for the full 60-second duration. FPS is sampled every frame. Peak is captured in the first 5 seconds before thermals stabilize; valley is the lowest sustained FPS over a 3-second rolling window. Decay is (peak − valley) / peak × 100.

The stage runs automatically after the CPU cooldown. When it completes, a 1-second cooldown overlay plays before advancing to Stage 3.

Scoring Thresholds (GPU Decay)

Common Causes of High GPU Decay

Next Stage

After Stage 2 completes, the test automatically advances to Stage 3 — Path Tracing Engine.