Stage 3: same scene, fixed work target.

A WebGLPathTracer progressively renders the benchmark scene with BVH acceleration. Instead of stopping every GPU after the same wall-clock duration, the stage completes at 150 accumulated samples. A safety timeout prevents an unsupported or stalled renderer from trapping the test.

Signals recorded

Samples per secondAccumulated samples divided by active render time.
Average sample timeThe mean delivery time for path-tracing samples.
ConsistencyUniformity of recent sample delivery, reported on a 0–100 scale.
Total samplesThe fixed completion target used to compare time-to-fidelity.

Why consistency matters

Two runs can reach a similar average throughput while delivering work very differently. Consistency captures that timing variation. Low consistency can be associated with driver scheduling, background activity, browser throttling, power behavior, sustained heat, or another constraint; it does not identify the cause by itself.

Limits

This browser stage does not directly measure VRAM capacity or bandwidth, ray-tracing core count, temperature, clock, voltage, power, fan speed, or utilization. Samples per second is an end-to-end result for this scene and software path.

Read the scoring and limitations or start the complete benchmark.