WebGL2
WebGL2 is the browser graphics API based on OpenGL ES 3.0 that gives web pages hardware-accelerated 3D rendering without a plugin.
Also known as WebGL 2.0, WebGL
Measured by SystemCheck
Part of the four-stage run: a 60-second sustained CPU load reporting throughput, decay and consistency; a memory stage reporting bandwidth and latency; a GPU raster load at a fixed resolution reporting frame rate, pacing and decay; and a path tracer reporting samples per second. The paragraphs below say which metric carries this term.
WebGL2 is broadly supported across desktop and mobile browsers and is the safe baseline for web graphics. On Windows most browsers route it through ANGLE, which translates calls to Direct3D, an extra layer that adds overhead but greatly improves driver reliability.
Its limitations matter for benchmarking. There are no compute shaders, no storage buffers, and no explicit control over command submission, so some workloads must be expressed less efficiently than they would be natively. It also exposes no hardware detail: no VRAM size, no clocks, no temperatures, and a GPU name string that browsers increasingly mask for fingerprinting reasons.
SystemCheck runs its GPU stages on WebGL2 when WebGPU is unavailable, and records which backend was used in the report. Because the two backends have different overhead profiles, compare a WebGL2 result only against other WebGL2 results. The backend field exists so you can tell.
For a reader of a SystemCheck report, the practical point is that the backend is part of the result. If your browser offers WebGPU on one day and falls back to WebGL2 on another, for example after a browser update or with hardware acceleration switched off, the two GPU results describe different software paths. Check the backend line before comparing, and if a result looks unexpectedly low, confirm that hardware acceleration is enabled in the browser's settings.
Covered in full
This page defines the term. The pages below explain it, diagnose it and measure it.
Related terms