Into the heart · fixed camera Heavy · 2048 × 2048. Identical settings: 32M orbit batches and 4 × 4 Burning Ship supersampling. Around 30 seconds plus preparation. Keep this tab visible. Your view is preserved.
Orbit sampling Full nebula renderer Burning Ship · supersampled
Method & fixed settings Heavy · 2K / Light · 1K: Heavy renders at 2048 × 2048 and Light at 1024 × 1024. All other settings are identical: 33,554,432 orbits per dispatch, the same fixed scenes and seeds, 4 × 4 Burning Ship supersampling (16 samples per pixel), and 1,024 iterations. Nebula rendering includes Strict confirmation, isolated-spike rejection, Balanced denoising and auto exposure. Each nebula test starts from the same 67,108,864-orbit density. Both use four warmups and three 2.5-second timing windows per stage. Heavy retains workload version 3; Light has its own version because it replaces the earlier reference workload. Compare scores within the same mode and workload version.
CPU: Heavy and Light keep the same fixed scenes, iteration limits, filters and 16-sample Burning Ship supersampling. CPU workloads use 16K orbit batches, a 1M-orbit starting density and one warmup. Three 2.5-second windows measure each stage; slow frames can extend the run. All reported CPU threads are used, up to 64, when shared memory is available; otherwise one worker is used. CPU results have separate rankings and workload versions. CPU score v1 uses reference rates of 100,000 orbits/s, 1 nebula frame/s and 1 Burning Ship frame/s. Diagnostics requires a GPU.
Orbit diagnostics v2: 16,384 / 65,536 / 262,144 / 1,048,576 / 2,097,152 / 4,194,304 / 8,388,608 / 16,777,216 / 33,554,432 attempted orbits per dispatch. Two-dimensional dispatch indexing removes the single-row workgroup ceiling. Unsupported sizes are skipped based on device buffer and dispatch limits. Sizes predicted from a measured large-batch warmup to exceed 750 ms per dispatch are also skipped. Each setting traces the same first 33,554,432 fixed-seed uniform samples, three times, with fresh buffers each trial. The scene and RGB limits match the nebula score test. Compare the full tracer against a variant without density splats or evidence-mask writes. Both variants store identical small per-invocation checksums to preserve observable tracing and projection work. Warmup, buffer resets and pipeline creation are excluded. Completed throughput includes submission overhead and the bounded queue drain; sampled GPU dispatch times are saved in JSON. Variant order alternates; the middle sweep reverses batch order. These measurements do not receive an Orbit score or change the existing score workload. Cancellation drains only the queued bursts; a single large dispatch can take longer on slower GPUs.
Nebulabrot “Into the heart”: center (0, −0.25), span 1.4, rotation 0°, RGB limits 2,000 / 500 / 50. Uniform sampling with a fixed seed. Burning Ship “The flagship”: center (−1.755, 0.035), span 0.08, rotation 0°.
Both modes keep three bounded bursts in flight, targeting 40 ms per burst with 1–64 work units. Four warmup frames and burst calibration are excluded. Three 2.5-second windows count completed work, including draining their queued backlog. Frames render offscreen; the preview updates periodically. Timing readbacks sample every eighth frame. Milliseconds per frame comes from completed throughput; GPU median and p95 measure sampled work units. Other GPU activity and temperature can affect results. JSON results include all settings and queue sizes.
Orbit score v1: 1000 × ∛[(sampling rate / 1,000,000) × (nebula rate / 60) × (Burning Ship rate / 120)]. Each rate is the median completed-work throughput across the three timed windows. The rendering rates count completed frames, independent of monitor refresh. All tests have equal weight. A virtual reference of 1 million orbits/s, 60 nebula frames/s and 120 Burning Ship frames/s scores 1,000 points; doubling every rate scores 2,000. These are fixed scale anchors, not a measured reference GPU. The score includes browser and submission overhead and always uses elapsed timing, including on devices with GPU timestamps. Compare results with the same workload and scoring version. Incomplete runs do not receive a score.