COMPILING 0 / 12 WEBGL CONTEXTS
PETASCALE -- FPS

More WebGLthan there arepetabytes

Twelve live GPU contexts on one page. Every fragment they shade is counted, then held up against every petabyte of data humanity has ever stored.

SCROLL

Live tally / running since you arrived

Fragment shader invocations, this session

Not an estimate. Each canvas reports its own pixel count every frame, and those pixels are added up below.

0
ZeroAll data on Earth
0.0% of the way there181,000,000 PB

CHASING

Datasphere, 2025
181 zettabytes
Same number, in petabytes
1.81 × 108
Pixels per frame, this page
0
Contexts alive
0

Specimens 01 – 08

Eight of them are only here to run up the score

Each tile is an independent WebGL2 context with its own program, its own uniforms and its own opinion about what a pixel should be. Scroll drives their clocks. The cursor thins out whichever one it is over.

200,000 points, no textures, no library Same 200,000 points, rearranged

POSITIONS DERIVED FROM gl_VertexID

Current margin of victory

×0.00