Display cadence
Not run
Measures animation timing on this display.
This on-device test checks the 1280×720 Canvas baseline, representative compatibility and rich Fuse Runners battles, JavaScript simulation speed, display cadence, raw WebGL2 throughput, a textured/alpha-blended WebGL2 battle scene, and an escalating GPU stress ladder that searches for the device's practical limit. Close other TV apps first for the most useful result.
The full benchmark is a quick capability check. The Canvas soak paces the Fuse workload at its production 30 fps target. The WebGL soak paces the small representative battle at 30 fps; it does not reuse a synthetic stress tier or intentionally lose the context first. Both record one-minute windows and must be run separately. Starting the WebGL soak explicitly opts into sending a small start record and crash-safe progress checkpoint every 30 seconds. These diagnostics contain the same device and graphics details as the report below, but no Room or Player identity.
Not run
Measures animation timing on this display.
Not run
Our required compatibility renderer.
Not run
Four Runners, eight bombs, eighteen blasts, and lightweight sprites.
Not run
Adds shadows, particles, layered flashes, and animated effects.
Not run
Representative game-state updates.
Not run
Textured sprites, blended effects, raw throughput, and escalating stress tiers.
The current minimum is a stable 1280×720 Canvas workload near 30 fps. WebGL2 is an optional enhancement and is tested separately.