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Stage 2 · Calibrated GPU pressure

Soft shadows. A raster load calibrated to the card in front of it.

A real-time soft-shadow raster load, lighter than path tracing and suited to mid-range and integrated graphics.

SystemCheck · Stage 2 · Calibrated GPU pressure
Stage 250 s · supersampling ramps until 33 ms
Holding 2.4×
Frame timebudget 33 ms
1.0×Blue bars: within 3 ms of budget2.4×
Median18.0ms
Pacing96%
Ceiling2.4×

Illustrative frame times. Not a measurement.

Render mode

PCSS soft shadows

Load type

Moderate compute

Duration

50 seconds

Reports

Frame time + pacing + decay

It finds the ceiling, then holds it.

Rather than throwing a fixed scene at every card, a controller raises the load until the frame budget is reached, records the ceiling, then holds just under it to see what the card sustains.

01

A 33 ms budget

A lit scene renders on a slow camera orbit. Every 350 ms a controller takes the median of the last 30 frame times and compares it against a 33 millisecond budget.

02

Supersampling ramps

Below 80% of budget the controller raises an internal supersampling factor by 8%, up to a cap of 1.6. Above budget it cuts the factor by 6%, down to a floor of 0.5. The highest factor reached is the ceiling.

03

Held at 92% of the ceiling

Past 55% of the 38-second run the factor is pinned at 92% of the ceiling and held for the sustained phase. That is where decay and stability are read.

04

A pressure index, not a pixel count

The render target is sized once and not resized mid-run, so the supersampling factor drives the reported work figure arithmetically. Raster work per second is a derived pressure index.

Frame time, pacing, and how far it falls.

Speed and smoothness are different things, and a single average hides the difference. The stage reports both, and reports how much of the opening output the card kept.

Frame time

The median time to render a frame, in milliseconds, against the 33 ms budget the controller works to. Lower is faster; the budget line is where the controller stops pushing.

Stability

The share of the last 40 controller windows whose median frame time stayed inside the 33 ms budget. A card that hits its budget most of the time but stutters scores lower than its average frame time would suggest.

Decay

Mean frame rate between 20% and 45% of the run compared against the mean after 75%. Floored at zero; a card that speeds up reports 0% decay rather than a negative number.

What the VRAM badge is

The pressure label shown during the stage is computed from median frame time only. It is a load label, not a memory reading. No browser API exposes video memory.

SystemCheck · Stage 2 · Calibrated GPU pressure
Stage 250 s · supersampling ramps until 33 ms
Holding 2.4×
Frame timebudget 33 ms
1.0×Blue bars: within 3 ms of budget2.4×
Median18.0ms
Pacing96%
Ceiling2.4×

Illustrative frame times. Not a measurement.

Hardware

What it needs. Three tiers, no fine print.

Minimum

GTX 750 / HD 7850

Completes the run at a low ceiling. The figures are still a measurement of that card.

Recommended

GTX 1050 / RX 560

Reaches a comfortable ceiling with headroom for the sustained phase to mean something.

Optimal

Any modern dedicated GPU

Will hit the 1.6 supersampling cap. Stability and decay are then the interesting figures.

Questions

Soft shadows, answered

What are soft shadows in rendering?
Soft shadows have gradual edges instead of sharp outlines, mimicking real-world lighting where light sources have physical size and spread.
Why are soft shadows more expensive to render?
Producing a soft penumbra requires sampling a light's area and blurring the result per pixel, which multiplies the shading work compared to hard shadows.
How do soft shadows differ from ray-traced shadows?
PCSS approximates soft shadows in a rasterized pipeline using shadow-map sampling, while ray-traced shadows trace rays to the light. PCSS is far cheaper and runs on older hardware.
Is this test suitable for integrated graphics?
Yes. It is a moderate workload designed to remain stable on most hardware, including integrated GPUs, making it a good baseline before the heavier path-tracing stage.

Calibrated to your card, then held there.