Benchmark Bucket Navigator
VolumeShader_BM Leaderboard
Use this directory to open the exact VolumeShader_BM leaderboard bucket for a device class, preset, and rendering API. Each bucket keeps comparable browser GPU benchmark submissions together instead of mixing unlike runs.
Run a matching volumeshader_bm testDesktop / Low / WebGL
Default VolumeShader_BM leaderboard preview
The VolumeShader_BM leaderboard directory opens with Desktop / Low / WebGL selected and shows a Top 20 preview from that comparable bucket. Use the segmented links to jump to another full leaderboard page.
Accepted entries
129
Top FPS
319.7
Mean FPS
111.3
Leading GPU
NVIDIA GeForce RTX 5070 Ti Laptop GPU
Last updated: 6/23/2026, 11:50:19 PM
| Rank | GPU | FPS | Runtime |
|---|---|---|---|
| #1 | NVIDIA GeForce RTX 5070 Ti Laptop GPU | 319.7 | 65s |
| #2 | NVIDIA GeForce RTX 5060 Laptop GPU | 300.2 | 66s |
| #3 | NVIDIA GeForce RTX 4060 Ti | 297.8 | 78s |
| #4 | NVIDIA GeForce RTX 5070 Ti Laptop GPU | 295.1 | 68s |
| #5 | NVIDIA GeForce RTX 5080 | 240.0 | 64s |
| #6 | NVIDIA GeForce RTX 5080 | 239.9 | 61s |
| #7 | NVIDIA GeForce RTX 5070 Laptop GPU | 239.9 | 78s |
| #8 | NVIDIA GeForce RTX 5090 Laptop GPU | 239.9 | 96s |
| #9 | NVIDIA GeForce RTX 5060 | 236.9 | 62s |
| #10 | NVIDIA GeForce RTX 5070 Laptop GPU | 226.5 | 213s |
| #11 | NVIDIA GeForce RTX 4060 Laptop GPU | 225.1 | 71s |
| #12 | NVIDIA GeForce RTX 5060 Laptop GPU | 223.8 | 62s |
| #13 | NVIDIA GeForce RTX 5070 Ti Laptop GPU | 218.7 | 110s |
| #14 | NVIDIA GeForce RTX 5070 Laptop GPU | 216.9 | 68s |
| #15 | NVIDIA GeForce RTX 5060 Laptop GPU | 211.9 | 79s |
| #16 | NVIDIA GeForce RTX 5060 | 208.4 | 74s |
| #17 | NVIDIA GeForce RTX 5070 Laptop GPU | 202.3 | 329s |
| #18 | NVIDIA GeForce RTX 2080 SUPER | 200.0 | 66s |
| #19 | NVIDIA GeForce RTX 4060 Laptop GPU | 193.3 | 62s |
| #20 | NVIDIA GeForce RTX 5080 Laptop GPU | 192.2 | 161s |
How new VolumeShader_BM leaderboard scores arrive here
Every submitted volumeshader_bm run is written to benchmark storage first and then folded into the public rankings by the next aggregation pass. The VolumeShader_BM leaderboard updates after aggregation, so if you do not see a fresh score yet, wait for the next refresh cycle and load the matching bucket again.
What this VolumeShader_BM leaderboard compares
This leaderboard compares accepted results from the fixed VolumeShader_BM benchmark workflow. It is not a ranking for every shader experiment made in the editable lab. The benchmark page locks the workload into known presets, records FPS and frame-time behavior, and routes each eligible submission into a specific comparison bucket. That bucket structure is why the directory is useful: it lets a reader choose the same device class, workload, and rendering API before interpreting any number.
Why device class matters
Desktop and mobile devices are separated because they usually operate under different thermal envelopes, power limits, browser restrictions, and GPU architectures. A phone can throttle quickly under a long shader-heavy run, while a desktop GPU may sustain a higher load with more cooling headroom. The VolumeShader_BM leaderboard keeps these classes separate so the FPS table is easier to interpret and a mobile result is not judged against hardware that was allowed to draw much more power.
How presets change the rendering load
The Low, Balanced, cz github reference, High, and Extreme presets represent different workload levels. A Low result is meant to cover more devices, while High and Extreme put more pressure on stronger GPUs. The VolumeShader_BM leaderboard treats each preset as its own comparison lane because a lower preset can show higher FPS simply because it asks the browser to render a lighter scene.
WebGL vs WebGPU leaderboard buckets
WebGL and WebGPU are different rendering backends. They can use different browser code paths, driver behavior, scheduling, and feature support. The same GPU can therefore score differently between WebGL and WebGPU, so the VolumeShader_BM leaderboard keeps those results in separate buckets. If you are checking browser API behavior, compare the WebGL and WebGPU pages for the same device class and preset instead of mixing every API into one table.
Why matching preset and API matters
A fair comparison uses the same device class, preset, and API. Mixing Mobile Low WebGPU with Desktop High WebGL hides the real question because both the hardware category and the rendering workload changed. Open the VolumeShader_BM leaderboard bucket that matches your run, then compare only entries inside that bucket. The segmented navigation is designed around that workflow: each link is a real URL to a complete, indexable bucket.
How accepted scores are shown
VolumeShader_BM leaderboard pages show accepted results after the aggregation step has processed submitted data. Each detail page summarizes accepted entries, top FPS, mean FPS, leading GPU strings, and recent rows. If a bucket has no accepted entries yet, the page still exists as a valid bucket and shows a waiting state until comparable submissions arrive.
How to submit a comparable result
Start from the volumeshader_bm benchmark page, choose the preset and rendering API that match the VolumeShader_BM leaderboard bucket you want to enter, keep the session running long enough for the metrics to stabilize, then submit the eligible result. Closing other GPU-heavy apps and avoiding power-saving mode usually makes the run easier to compare.
Reading FPS, mean FPS, and leading GPU
Higher FPS is useful, but it is not a complete statement about overall GPU quality. It describes performance in this shader-heavy browser scene under the submitted conditions. Frame time, stability, browser context, backend, driver behavior, thermals, and system power mode can all change the result, so use the VolumeShader_BM leaderboard as focused benchmark evidence rather than a universal hardware verdict.