Compare Volume Shader BM Results: FPS and Frame Time Guide
Learn how to compare Volume Shader BM results. Covers FPS, frame time, 1% low, browser settings, power mode, thermal notes, and fair repeatable test runs.
What you'll learn
- Which conditions must match before two Volume Shader BM results are comparable.
- How FPS, 1% low, P95 frame time, and stutter describe different parts of performance.
- Why warmed and sustained runs can matter more than a cold burst score.
- What device and browser notes to record before sharing a result.
- How to avoid mixing reference estimates with real browser submissions.
Quick definition
To compare Volume Shader BM results, keep the shader workload and test environment fixed, then read FPS together with frame-time stability. The most useful comparison records preset, complexity, browser, render size, power mode, device state, average FPS, 1% low, and sustained behavior.
How do you compare Volume Shader BM results fairly?
Volume Shader BM results are only comparable when the workload and environment stay fixed. That means the same preset, same browser family, same window size or render scale, same power mode, and similar thermal state.
Treat FPS as the quick throughput signal and frame time as the stability signal. A higher average FPS with uneven frame times can be less useful than a slightly lower result that stays consistent through the run.
What should you record with each benchmark result?
Write down the GPU or SoC name reported by the browser, the browser version, OS, preset, complexity level, window size, display refresh rate, power profile, and whether the device was plugged in.
For laptops and phones, add thermal context. A cold first run, a warmed second run, and a long sustained run can produce different results even when the shader is identical.
How do FPS and frame time explain the result?
Average FPS summarizes recent throughput. 1% low and P95 frame time describe the slower tail of the run. Stutter frequency is useful when the average looks fine but the visual motion feels uneven.
Use reference device pages for orientation, not as official truth. Real browser submissions and reference estimates answer different questions and should stay labelled separately.
Repeatable workflow
01Warm up the device
02Lock the workload
03Record average and stability
04Repeat once
Comparison notes
| Question | Volume Shader BM | Other approach |
|---|---|---|
| Primary metric | FPS plus frame-time stability for a focused WebGL shader workload. | Full native suites usually report a composite score across broader graphics features. |
| Best comparison scope | Same browser, same preset, same render size, same power mode. | Same native benchmark version, driver, API path, and graphics settings. |
| Main limitation | It does not represent every game engine or native graphics API. | A single native score can hide browser-specific shader behavior. |
Key takeaways
- 01 The same preset, render size, browser, and power mode are the minimum comparison baseline.
- 02 Average FPS is not enough; frame-time stability explains whether the run feels smooth.
- 03 A lower sustained score can be more useful than a short cold-run peak.
- 04 Good result notes make later comparisons much more trustworthy.