GPU & WebGL Info Viewer
Check your GPU name, WebGL 1 and WebGL 2 support, driver limits and supported extensions in one click.
Your GPU (unmasked renderer string)
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- WebGL 2 โ
- WebGL 1 โ
Supported extensions
โNo extensions match that filter.
Firefox and Safari may hide the real GPU name behind a generic string to limit fingerprinting. When that happens the renderer above shows whatever the browser is willing to report.
How it works
This viewer creates a throwaway <canvas>, asks it for a
webgl2 and a webgl context, and then reads the driver values back with
gl.getParameter(), gl.getContextAttributes() and
gl.getSupportedExtensions(). The GPU name comes from the
WEBGL_debug_renderer_info extension (UNMASKED_RENDERER_WEBGL); if the
browser withholds that extension, the plain RENDERER string is shown instead.
Switching between WebGL 2 and WebGL 1 re-reads every limit from that specific context, because
the two versions report different maximums.
Everything runs locally in your browser โ nothing about your hardware is uploaded, logged or stored, and no signup or extension is needed. The limits shown here (maximum texture size, varying vectors, texture image units, MSAA samples and so on) are the numbers a WebGL, Three.js or Unity WebGL app has to respect, so they are handy when a scene renders on one machine but not another. If WebGL is disabled, blocked by a policy, or unavailable because hardware acceleration is off, the page says so rather than guessing.
Frequently asked questions
How do I find out what GPU I have from the browser?
Open this page: it creates a hidden canvas, asks it for a WebGL context, and reads the UNMASKED_RENDERER_WEBGL string from the WEBGL_debug_renderer_info extension. On Chrome and Edge that usually gives the full name, for example "ANGLE (NVIDIA, NVIDIA GeForce RTX 3060 Direct3D11 vs_5_0 ps_5_0, D3D11)". Firefox and Safari may withhold that extension for privacy, in which case the page shows the generic RENDERER string and tells you it is masked.
Does my browser support WebGL 2?
The two badges at the top answer that directly: the page independently requests a "webgl2" and a "webgl" context and marks each as Supported or Not supported. If neither can be created, WebGL is off entirely, usually because hardware acceleration is disabled, the driver is blocklisted, or a privacy setting blocks it, and the page says so instead of guessing.
What do the WebGL limits like max texture size and max varying vectors mean?
They are the hard ceilings your driver enforces on WebGL, Three.js or Unity WebGL content. Max texture size is the largest square texture you can upload, max varying vectors is how much data a vertex shader can pass to the fragment shader, and max texture image units is how many textures a shader can sample at once. Exceeding any of them makes a scene fail on that machine, so these numbers are the first thing to compare when something renders on one device but not another.