WebGL2 texSubImage3D / real-rAF saturation test
Synthetic 16×256×16 R16UI cells, raw 3D DDA rendering, optional PBO ring, CPU generation, GPU timer queries, and automatic rAF-lag threshold search.
DPR
Cache width
8 cells (128³ XZ)
16 cells (256³ XZ)
32 cells (512³ XZ)
Upload path
Direct ArrayBufferView
PBO ring + fences
PBO ring slots
Uploads/frame
Generation/frame
Generation mode
Uint16Array.set(template)
Procedural terrain loop
Full-cell xorshift fill
DDA max steps
Render passes
CPU budget
Budget scheduler
stop CPU tasks at budget
optional
Auto-search axis
Uploads/frame
Generation/frame
DDA steps
Combined load
Pause
Calibrate refresh
Find rAF limit
Export CSV
Initializing WebGL2 cache…
Pass/fail rule used by automatic search
The candidate fails when sampled rAF delivery shows any of: average interval > 1.08× calibrated refresh interval, p95 interval > 1.25×, missed-refresh rate > 2%, or p95 callback dispatch delay > 3 ms. Trials use 0.8 s warm-up + 2.2 s sampling.