Hardware Performance

Real-World Benchmarks

Transparent performance data across devices and platforms. Our configurators are optimized to deliver consistent 60fps experiences from flagship desktops to mid-range mobile devices.

Frame Rate Performance

Average FPS measured across 10-minute interactive sessions with full configurator functionality enabled.

Desktop — High-End

RTX 4080 / i9-13900K / 32GB RAM

60 fps

1% Low

58 fps

Draw Calls

142

Triangles

2.4M

VRAM

1.8 GB

Desktop — Mid-Range

GTX 1660 / i5-12400 / 16GB RAM

60 fps

1% Low

56 fps

Draw Calls

142

Triangles

2.4M

VRAM

1.8 GB

Laptop — Performance

RTX 4060 Laptop / i7-13700H / 16GB

58 fps

1% Low

52 fps

Draw Calls

128

Triangles

1.8M

VRAM

1.4 GB

Mobile — Flagship

iPhone 15 Pro / Snapdragon 8 Gen 3

55 fps

1% Low

48 fps

Draw Calls

96

Triangles

800K

Memory

680 MB

Mobile — Mid-Range

Pixel 7a / Galaxy A54

45 fps

1% Low

38 fps

Draw Calls

64

Triangles

400K

Memory

420 MB

Load Time Benchmarks

Time-to-interactive measurements from initial page load to full 3D scene rendering with user interaction enabled.

Desktop (Fiber)

1 Gbps connection

1.8s

Desktop (Broadband)

100 Mbps connection

2.4s

Mobile (5G)

200 Mbps connection

2.8s

Mobile (4G)

30 Mbps connection

4.2s

Mobile (3G)

5 Mbps connection

8.6s

Performance benchmark visualization

Device Compatibility

Browser and device support matrix for our WebGL and WebGPU configurators.

Browser / Platform WebGL 2.0 WebGPU Status
Chrome 113+ (Desktop) Full Support
Safari 17+ (macOS) Full Support
Firefox 120+ (Desktop) Full Support
Edge 113+ (Desktop) Full Support
Safari iOS 16+ Full Support
Chrome Android 113+ Full Support
Samsung Internet 21+ Full Support

Global Coverage: Our configurators support 95% of global web traffic across desktop and mobile platforms. Automatic fallback ensures graceful degradation on older devices.

Optimization Techniques

Instanced Rendering

Batch identical geometry into single draw calls, reducing CPU overhead by 80% for repeated elements like bolts and screws.

Frustum Culling

Skip rendering objects outside the camera view, saving 30-40% GPU processing on complex scenes.

Texture Atlasing

Combine multiple textures into single atlases, reducing state changes and improving cache coherence.

GPU Compression

ASTC/ETC2/BPTC texture compression for 4-6x smaller memory footprint without visible quality loss.

Lazy Material Init

Defer shader compilation until materials are visible, reducing initial load time by up to 40%.

Web Workers

Offload mesh processing and texture decoding to background threads, maintaining smooth 60fps UI.

Need Performance For Your Use Case?

Let's discuss your target devices and performance requirements to ensure an optimal experience.