GPU Benchmarking Glossary
Master the technical terminology of GPU performance testing, WebGL rendering, and hardware benchmarking. Essential reference for understanding CZNull test results and optimization strategies.
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Benchmarking Fundamentals
Benchmark Score
A numerical value representing the overall performance of hardware in a standardized test. CZNull calculates scores based on frame rates, render times, and computational throughput.
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Baseline Performance
The minimum expected performance level for a given hardware configuration. Used as a reference point to compare actual test results against expected outcomes.
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Performance Regression
A decrease in benchmark scores over time, often caused by driver updates, thermal throttling, or hardware degradation. Regular CZNull testing helps identify these issues.
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Synthetic Benchmark
Artificial test scenarios designed to measure specific hardware capabilities in isolation. CZNull uses synthetic workloads to evaluate GPU compute, rendering, and memory performance.
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Performance Metrics
Frame Rate (FPS)
Frames Per Second - the number of complete images rendered and displayed each second. Higher FPS indicates smoother graphics performance. CZNull measures FPS under various computational loads.
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Frame Time
The duration required to render a single frame, measured in milliseconds. Consistent frame times (low variance) are crucial for smooth visual experience. CZNull tracks both average and 1% low frame times.
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Throughput
The amount of work completed per unit of time. In GPU testing, this refers to operations per second, pixels rendered, or data processed. Higher throughput indicates better parallel processing capability.
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1% Low FPS
The average frame rate of the bottom 1% of frame time measurements. This metric reveals worst-case performance scenarios and stuttering issues that average FPS might hide.
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Memory Bandwidth
The rate at which data can be transferred to and from GPU memory, measured in GB/s. Critical for texture-heavy workloads and high-resolution rendering. CZNull tests bandwidth through intensive memory operations.
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WebGL & Rendering
WebGL
Web Graphics Library - a JavaScript API for rendering interactive 2D and 3D graphics in web browsers without plugins. CZNull benchmarks are built entirely on WebGL 2.0 for cross-platform compatibility.
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Shader
A program running on the GPU that controls how graphics are rendered. Includes vertex shaders (geometry processing) and fragment shaders (pixel coloring). CZNull tests shader performance through complex computational tasks.
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Compute Shader
A specialized shader program designed for general-purpose GPU computing rather than graphics rendering. Used for physics simulations, data processing, and parallel computations in CZNull's advanced benchmarks.
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Draw Call
A command instructing the GPU to render a set of geometry. Excessive draw calls can bottleneck performance. CZNull's instanced rendering tests evaluate how efficiently your GPU handles numerous draw calls.
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Texture Sampling
The process of reading color values from texture images during rendering. Complex filtering and high-resolution textures increase sampling overhead. CZNull measures texture sampling performance in memory-intensive scenarios.
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Vertex Processing
The transformation and manipulation of 3D vertex data before rasterization. Includes position calculations, lighting, and coordinate transformations. Heavy vertex processing can become a performance bottleneck.
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GPU Architecture
CUDA Cores / Stream Processors
The parallel processing units in NVIDIA (CUDA cores) and AMD (Stream Processors) GPUs. More cores generally enable better parallel workload performance. CZNull's compute tests leverage these cores.
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VRAM (Video RAM)
Dedicated memory on the graphics card used for storing textures, frame buffers, and computational data. Insufficient VRAM causes performance degradation. CZNull tests include memory-intensive scenarios to evaluate VRAM capacity.
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Thermal Throttling
Automatic reduction of GPU clock speeds when temperature exceeds safe thresholds. Prevents hardware damage but decreases performance. Extended CZNull stress tests can reveal throttling behavior.
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Clock Speed
The frequency at which GPU cores operate, measured in MHz or GHz. Higher clocks generally mean faster processing, but efficiency varies by architecture. CZNull measures effective performance rather than raw clock speeds.
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Rasterization
The process of converting vector graphics (vertices and polygons) into raster images (pixels). A fundamental GPU operation tested in CZNull's rendering benchmarks.
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Testing Methodology
Stress Test
A benchmark that pushes hardware to maximum capacity to evaluate stability and thermal behavior. CZNull's GPU stress tests run intensive workloads to identify system limits.
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Workload Simulation
Creating realistic usage scenarios to test performance under practical conditions. CZNull simulates various graphics and compute tasks to provide comprehensive performance insights.
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Cross-Platform Testing
Evaluating performance across different operating systems and hardware configurations. CZNull's web-based approach enables consistent testing on Windows, macOS, Linux, and mobile devices.
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Reproducibility
The consistency of benchmark results across multiple test runs. High reproducibility indicates reliable measurements. CZNull minimizes variance through controlled test conditions.
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Adaptive Complexity
Automatically adjusting test difficulty based on detected hardware capabilities. CZNull uses adaptive workloads to provide meaningful results for both low-end and high-end systems.
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Advanced Concepts
Ray Tracing
A rendering technique simulating realistic light behavior by tracing light ray paths. Hardware-accelerated ray tracing is available in modern GPUs. CZNull includes ray tracing workloads for supported hardware.
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Instanced Rendering
Drawing multiple copies of the same geometry with a single draw call, dramatically reducing CPU overhead. CZNull's instanced rendering test evaluates efficiency with massive object counts.
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Parallel Processing
Executing multiple operations simultaneously using GPU's massively parallel architecture. Essential for compute-heavy tasks. CZNull's compute shader tests measure parallel processing efficiency.
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Texture Compression
Reducing texture memory footprint through specialized compression formats (DXT, ETC, ASTC). Improves memory efficiency and bandwidth utilization without significant quality loss.
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Occlusion Culling
Skipping rendering of objects hidden behind other geometry to save processing power. Advanced technique for optimizing complex scenes.
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Particle System
A collection of small sprites or objects used to simulate phenomena like fire, smoke, or explosions. Tests GPU capacity for handling numerous independent entities. CZNull includes particle system benchmarks.
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About This Glossary
This comprehensive GPU benchmarking glossary is specifically designed for CZNull users, hardware enthusiasts, and developers working with WebGL performance optimization. Unlike generic technical dictionaries, each term is explained in the context of real-world benchmarking scenarios and includes practical applications within the CZNull testing framework.
Understanding these technical terms will help you interpret CZNull test results more effectively, make informed hardware purchasing decisions, and optimize your system configuration for better performance. The glossary covers everything from fundamental concepts like frame rate and throughput to advanced topics such as compute shaders and parallel processing architectures.
We regularly update this glossary to reflect new benchmarking methodologies, emerging GPU technologies, and evolving WebGL capabilities. If you encounter a term not listed here or need clarification on any definition, please contact us at support@cznull.org.