GPU & WebGL Glossary
Master the technical terminology behind GPU benchmarking, WebGL graphics, and performance analysis. Your comprehensive reference for understanding hardware evaluation metrics.
Benchmark Fundamentals
Core concepts in GPU performance measurement
Synthetic Benchmark
A controlled testing environment designed to measure specific hardware capabilities under standardized conditions, rather than real-world application scenarios. Synthetic benchmarks prioritize repeatability and comparability across different systems.
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Frame Time Variance
The statistical distribution of time intervals between consecutive frames during rendering. Lower variance indicates smoother, more consistent performance, while high variance suggests stuttering or irregular frame delivery.
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Performance Percentiles
Statistical measurements showing what percentage of frames meet specific performance thresholds. The 1% low indicates the worst-performing frames, providing insight into minimum performance expectations.
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Thermal Throttling
Automatic reduction of GPU clock speeds when the chip reaches temperature thresholds, protecting hardware from damage while sacrificing performance. Sustained benchmarks reveal throttling behavior under prolonged load.
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Workload Scaling
How performance metrics change as computational complexity increases. Non-linear scaling indicates bottlenecks, while linear scaling suggests the GPU is the primary performance determinant.
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Graphics Architecture
GPU hardware and design fundamentals
Shader Core
The fundamental processing unit within a GPU responsible for executing shader programs. Modern GPUs contain thousands of shader cores operating in parallel, each handling vertex transformations, pixel calculations, or compute operations.
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Texture Mapping Unit (TMU)
Specialized hardware responsible for sampling and filtering texture data before it's applied to rendered geometry. TMU count and efficiency significantly impact performance in texture-heavy workloads.
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Render Output Unit (ROP)
Hardware component handling the final stages of pixel rendering, including depth testing, blending, and writing to framebuffers. ROP count affects performance at high resolutions and with complex transparency effects.
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Memory Bus Width
The number of data pathways between GPU and VRAM, measured in bits. Wider buses (256-bit, 384-bit) enable higher memory bandwidth, crucial for resolution-dependent performance and large texture streaming.
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Tensor Core
Specialized processing units optimized for matrix multiplication operations, essential for AI inference, deep learning supersampling (DLSS), and accelerated ray tracing denoising in modern graphics workloads.
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WebGL Technology
Browser-based graphics API concepts
WebGL Context
The interface between JavaScript code and GPU hardware, providing methods for rendering 3D graphics in browsers. Context creation initializes GPU resources and establishes the rendering pipeline.
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Vertex Buffer Object (VBO)
GPU memory buffer storing vertex attribute data (positions, normals, colors). VBOs enable efficient geometry rendering by keeping data in GPU memory rather than repeatedly transferring from CPU.
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Fragment Shader
Program executed for each pixel fragment during rasterization, calculating final pixel colors through lighting calculations, texture sampling, and material properties. Fragment shader complexity directly impacts fillrate performance.
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Uniform Variable
Constant parameters passed from JavaScript to shaders, remaining unchanged for all vertices/fragments in a draw call. Uniforms typically represent transformation matrices, light properties, or material constants.
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WebGL Extensions
Optional features providing access to advanced GPU capabilities beyond base WebGL specification, such as compressed textures, instanced rendering, or compute shaders via WebGL 2.0.
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Performance Metrics
Key measurements for GPU evaluation
Effective Fillrate
Actual pixel processing throughput achieved under realistic workload conditions, accounting for shader complexity, overdraw, and memory bandwidth limitations. Differs from theoretical peak fillrate specifications.
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Memory Bandwidth Utilization
Percentage of theoretical maximum memory bandwidth actively used during workload execution. Low utilization suggests compute-bound operations, while saturation indicates memory-bound performance.
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Instruction Throughput
Number of shader instructions processed per second across all GPU cores. Measured in GIPS (giga-instructions per second), indicating raw computational processing capability.
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Frame Pacing
Temporal distribution of frame delivery to the display. Consistent frame pacing ensures smooth motion perception, while irregular pacing causes perceived stuttering even at acceptable average framerates.
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Power Efficiency
Performance delivered per watt of power consumed, measured in frames-per-second per watt (FPS/W). Critical metric for mobile devices and systems with thermal or power constraints.
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Rendering Techniques
Graphics rendering methods and algorithms
Ray Marching
Rendering technique advancing rays through 3D space in incremental steps, sampling distance fields or volumetric data to construct images. Used for procedural geometry, volumetric effects, and signed distance field rendering.
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Deferred Shading
Rendering architecture separating geometry processing from lighting calculations. Geometric properties are rendered to multiple buffers (G-buffer), then lighting is computed in screen space, enabling efficient handling of many light sources.
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Instanced Rendering
Technique rendering multiple copies of geometry in a single draw call, with per-instance variations defined through attributes. Dramatically reduces CPU overhead for scenes with repeated objects.
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Level of Detail (LOD)
System rendering different geometric complexity versions based on distance or screen size. Closer objects use detailed models while distant objects use simplified geometry, optimizing performance without sacrificing visual quality.
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Occlusion Culling
Process identifying and skipping rendering of objects completely hidden behind other geometry. Effective culling significantly reduces overdraw and improves performance in complex scenes with significant depth complexity.
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Memory Management
GPU memory and data handling
Texture Compression
Encoding techniques reducing texture memory footprint while maintaining acceptable visual quality. GPU-native formats (BC, ASTC, ETC) enable decompression during sampling without performance penalty.
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Mipmapping
Pre-calculated texture pyramid storing progressively lower-resolution versions. GPU selects appropriate mipmap level based on screen-space size, improving cache efficiency and reducing aliasing artifacts.
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Resource Binding
Process associating GPU memory resources (textures, buffers, samplers) with shader program slots. Efficient binding strategies minimize state changes and maximize rendering throughput.
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Memory Coherency
Ensuring consistent memory state across different GPU caches and memory hierarchies. Cache flushes and memory barriers maintain coherency but incur performance costs.
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Dynamic Buffer Allocation
Runtime allocation of GPU memory for frequently updated data (uniforms, dynamic geometry). Ring buffers and double-buffering prevent GPU stalls while CPU prepares next frame's data.
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Compute Operations
GPU computing and parallel processing
Compute Shader
General-purpose GPU program executing arbitrary parallel computations outside traditional graphics pipeline. Enables physics simulation, image processing, and scientific calculations on graphics hardware.
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Workgroup Organization
Hierarchical structure dividing compute workload into grids of workgroups, each containing multiple threads. Proper workgroup sizing optimizes GPU occupancy and shared memory utilization.
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Shared Memory
Fast, low-latency memory accessible by all threads within a workgroup. Effectively utilized shared memory dramatically accelerates algorithms requiring thread cooperation and data sharing.
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Atomic Operations
Indivisible read-modify-write operations ensuring thread-safe memory access in parallel execution. Essential for concurrent data structure modifications but can create performance bottlenecks.
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Occupancy Optimization
Maximizing concurrent thread execution by balancing register usage, shared memory allocation, and workgroup size. Higher occupancy generally improves throughput by hiding memory latency.
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Hardware Specifications
GPU hardware specifications and characteristics
Boost Clock vs Base Clock
Base clock represents guaranteed minimum frequency, while boost clock is the opportunistic maximum frequency achieved under favorable thermal and power conditions. Actual sustained frequencies vary between these values.
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Memory Interface
Physical connection architecture between GPU die and memory chips, encompassing bus width, signaling protocol, and bandwidth characteristics. Interface design fundamentally limits achievable memory throughput.
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TDP (Thermal Design Power)
Maximum heat dissipation cooling system must handle under sustained load. Higher TDP generally enables higher performance but requires more robust cooling and power delivery.
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PCIe Bandwidth
Data transfer rate between CPU and GPU via PCIe interface. While graphics rendering rarely saturates PCIe, compute workloads with frequent CPU-GPU data transfers benefit from higher bandwidth (PCIe 4.0, 5.0).
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Manufacturing Process Node
Semiconductor fabrication technology size (7nm, 5nm), with smaller nodes generally enabling higher transistor density, improved power efficiency, and potentially higher clock speeds.
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