Three.js 0.185.1 · GTAO · SSR
No shading bevel
Unmounted · Press Run to load the retained model and camera
CPU median — ms GPU avg — ms Models — Scene tris — Submitted draws — Submitted tris — Load — ms Resources — Selected —
Rendering laboratory
Drop one GLB, or one glTF with all referenced files.
Only the selected renderer exists. Camera, scene controls, and the last pick point persist when Run switches renderer.
Both renderers receive equivalent scene concepts through their native pipelines.
No shading bevel
Propagated shading bevel
CPU values use rolling medians. GPU values use rolling means of completed native timer queries. Three.js resource counts and Hal Wayland decoded bytes are different measurements. This page is an inspection laboratory, not a performance benchmark.