detect-gpu
Version:
Classify GPU's based on their benchmark score in order to provide an adaptive experience.
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Markdown
//badge.fury.io/js/detect-gpu.svg)](https://badge.fury.io/js/detect-gpu)
[](https://unpkg.com/detect-gpu)
[](https://packagephobia.now.sh/result?p=detect-gpu)
Classifies GPUs based on their 3D rendering benchmark score allowing the developer to provide sensible default settings for graphically intensive applications. Think of it like a user-agent detection for the GPU but more powerful.
[ ](https://pmndrs.github.io/detect-gpu/)
By default we use the [UNPKG](https://unpkg.com) CDN to host the benchmark data. If you would like to serve the benchmark data yourself download the required benchmarking data from [benchmarks.tar.gz](https://github.com/pmndrs/detect-gpu/raw/master/benchmarks.tar.gz) and serve it from a public directory.
Make sure you have [Node.js](http://nodejs.org/) installed.
```sh
$ npm install detect-gpu
```
```ts
import { getGPUTier } from 'detect-gpu';
(async () => {
const gpuTier = await getGPUTier();
// Example output:
// {
// "tier": 1,
// "isMobile": false,
// "type": "BENCHMARK",
// "fps": 21,
// "gpu": "intel iris graphics 6100"
// }
})();
```
`detect-gpu` uses rendering benchmark scores (framerate, normalized by resolution) in order to determine what tier should be assigned to the user's GPU. If no `WebGLContext` can be created, the GPU is blocklisted or the GPU has reported to render on less than `15 fps` `tier: 0` is assigned. One should provide a fallback to a non-WebGL experience.
Based on the reported `fps` the GPU is then classified into either `tier: 1 (>= 15 fps)`, `tier: 2 (>= 30 fps)` or `tier: 3 (>= 60 fps)`. The higher the tier the more graphically intensive workload you can offer to the user.
## API
```ts
getGPUTier({
/**
* URL of directory where benchmark data is hosted.
*
* @default https://unpkg.com/detect-gpu@{version}/dist/benchmarks
*/
benchmarksURL?: string;
/**
* Optionally pass in a WebGL context to avoid creating a temporary one
* internally.
*/
glContext?: WebGLRenderingContext | WebGL2RenderingContext;
/**
* Whether to fail if the system performance is low or if no hardware GPU is
* available.
*
* @default false
*/
failIfMajorPerformanceCaveat?: boolean;
/**
* Framerate per tier for mobile devices.
*
* @defaultValue [0, 15, 30, 60]
*/
mobileTiers?: number[];
/**
* Framerate per tier for desktop devices.
*
* @defaultValue [0, 15, 30, 60]
*/
desktopTiers?: number[];
/**
* Optionally override specific parameters. Used mainly for testing.
*/
override?: {
renderer?: string;
/**
* Override whether device is an iPad.
*/
isIpad?: boolean;
/**
* Override whether device is a mobile device.
*/
isMobile?: boolean;
/**
* Override device screen size.
*/
screenSize?: { width: number; height: number };
/**
* Override how benchmark data is loaded
*/
loadBenchmarks?: (file: string) => Promise<ModelEntry[]>;
};
})
```
Special care has been taken to make sure all browsers that support `WebGL` are also supported by `detect-gpu` including `IE 11`.
[ ](CHANGELOG.md)
My work is released under the [MIT license](https://raw.githubusercontent.com/pmndrs/detect-gpu/master/LICENSE).
`detect-gpu` uses both mobile and desktop benchmarking scores from [https://gfxbench.com](https://gfxbench.com).
[![npm version](https: