Free · WebGL2 · Runs locally
Browser GPU texture test
Render a repeatable texture workload and observe frame rate, frame timing and estimated texture data size. Use the guides below to compare runs and decide when a native memory test is needed.

Run a controlled texture workload
Start with 4 textures at 1024 × 1024, linear filtering and 30 seconds. Keep this tab visible and leave the settings unchanged when comparing runs.
This tool does not read back and compare memory bytes, count VRAM errors, measure total VRAM capacity, or certify hardware health. Texture memory is a calculated data size, not a measurement of physical memory usage.
This is a texture rendering workload, not a byte-level memory test. It cannot detect VRAM errors or measure total capacity.
Live Texture Preview
System Information
Detecting…
Test Duration
Texture Size
Texture Count
Filtering
FPS
--
frames / sec
Frame Time
--
ms
Estimated texture data
--
MiB
Frame consistency
--
frame consistency
Elapsed
--
of 30s
Remaining
--
time left
FPS History
Ready to run the texture workload.
Generated RGBA8 textures are sampled in a 640 × 360 canvas. Timing includes browser scheduling. Texture data is calculated as count × size² × 4 bytes, excluding driver overhead. No memory bytes are read back or verified.
What you can learn from a run
The preview samples generated RGBA textures in a WebGL2 shader and draws them into a 640 × 360 canvas. Changing texture count, dimensions or filtering changes that workload. You can observe whether the same browser renders it consistently under the same conditions.
A result near 60 FPS often reflects display scheduling rather than the maximum speed of your graphics card. A low result can reflect a busy CPU, power saving, browser throttling, software rendering or a driver problem. Neither a high nor a low FPS result proves that memory cells are healthy or damaged.
Before you press Start
Save your work, return GPU clocks to their normal settings, and close games or renders that would change the workload. Begin with the smallest settings if the system is already unstable. Stop if you see unusual behavior; extending a browser run does not make it a complete memory diagnostic.
- Record browser version, renderer name, texture settings and display refresh rate.
- Keep the tab in the foreground. Do not compare a background run with a visible run.
- Repeat the same settings three times before changing one variable.
- Export the JSON report if you need to compare runs. The download is created locally.
Why this is a first step
Browsers expose graphics capabilities through a driver and a sandbox. They can report an integrated GPU, a translated renderer name or a software renderer rather than the card you intended to test. On systems with shared memory, texture data may use system RAM.
If your real problem is artifacts, driver resets or crashes, follow the troubleshooting guide and reproduce it in the affected application. For memory integrity, use a native utility that actually writes patterns and checks the returned values. Even that tests only the memory and conditions it can access.
Understand your test before judging your GPU
These guides explain the implementation, the meaning of each result, and a practical troubleshooting sequence.
How the texture test works
The actual WebGL2 workload, texture memory calculation, sampling method and limits of the browser test on vramtest.com.
How to interpret your results
Read FPS, frame consistency, texture size and renderer information without mistaking a browser workload for a hardware memory diagnostic.
Troubleshoot WebGL and rendering problems
Separate browser support, software rendering, context loss and driver problems from possible GPU hardware faults.
A practical checklist for a used GPU
Combine identification, a repeatable browser run, native memory verification and a real workload when evaluating a used graphics card.