TV Graphics Benchmark

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.

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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.

Ready to test About 30 seconds

Display cadence

Not run

Measures animation timing on this display.

Canvas 2D at 720p

Not run

Our required compatibility renderer.

Fuse compatibility scene

Not run

Four Runners, eight bombs, eighteen blasts, and lightweight sprites.

Fuse rich-effects scene

Not run

Adds shadows, particles, layered flashes, and animated effects.

JavaScript simulation

Not run

Representative game-state updates.

WebGL2 battle scene

Not run

Textured sprites, blended effects, raw throughput, and escalating stress tiers.

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The current minimum is a stable 1280×720 Canvas workload near 30 fps. WebGL2 is an optional enhancement and is tested separately.