Tools /  WebGL & GPU Checker

WebGL & GPU Checker

GPU性能確認
検証済TESTED
WEBGL VERSION
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GPU
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VENDOR
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EXTENSIONS·

The spinning cube is drawn live by your GPU. If you can see it, WebGL rendering works. Everything is read locally; nothing leaves your device.

How it works

仕組み

Find out what your GPU will actually do inside a browser. This checker creates a WebGL 2 context (falling back to WebGL 1), reads the unmasked renderer string so you can see which graphics chip is really doing the work, and lists the limits that matter: maximum texture size, renderbuffer size, vertex attributes, and combined texture units, plus every supported extension. A small wireframe cube spins live on the page as proof that rendering genuinely works. A spec sheet can’t tell you whether your browser has silently fallen back to software rendering, but this can.

The GPU name says SwiftShader, llvmpipe, or ANGLE. What does that mean?

SwiftShader and llvmpipe are software renderers: the CPU is imitating a GPU, usually because hardware acceleration is disabled or the graphics driver is blocklisted. Everything still draws, just slowly. ANGLE is different and harmless: it is simply Chrome’s translation layer, and the string in parentheses names your real GPU.

Why do I get WebGL 1 instead of 2, and does it matter?

Every modern browser ships WebGL 2, so landing on version 1 usually points to an old browser, a very old GPU, or a driver on the blocklist. Most sites and libraries still run fine on WebGL 1; you mainly lose newer features like 3D textures, transform feedback, and better instancing that advanced games and visualisations rely on.

Is MAX_TEXTURE_SIZE worth caring about?

It’s the widest square image the GPU will accept as one texture, and it’s a quick tier indicator: 16384 is the norm on desktop hardware, while 4096 or 8192 suggests a modest mobile chip or software rendering. Web maps, photo editors, and games that stream large atlases care about this limit directly.

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