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Use the GPU renderer

The studio can draw on the GPU (WebGL2) instead of in a worker on the CPU. The image is the same; the speed is not: on an Apple M5 Pro a 1080p frame took about 1.2 seconds on one CPU core and a few milliseconds on the GPU.

Switch it on

  1. In section 02 · Resolution & tile, set Renderer to GPU · WebGL2.
  2. The fps readout now ends in · GPU while the animation plays.

The choice is remembered in your browser. It is not saved in presets and does not change exports.

What still draws on the CPU

Even with GPU selected, a frame uses the CPU when the colour mode is Flow or RGB · per-channel, or when a gradient has more than 16 stops. This happens frame by frame, silently. Everything else, including the cosine palettes, relief lighting and the cellular noise types, draws on the GPU.

If the option is greyed out or it falls back

  • GPU · WebGL2 (not available): the browser has no WebGL2 (or hardware acceleration is off). Stay on CPU.
  • If the GPU fails while running (a lost context, a driver problem), the studio switches back to CPU and stays there until you reload and select GPU again. The console shows GPU renderer failed, using the CPU path.

Is the picture really the same?

It is checked, not assumed. You can run the check yourself in any browser, including a phone: open the GPU check page, press Run the check and read the verdict; it also shows how fast the GPU path is on that device. The developers' version, scripts/check-gl-parity.mjs renders each case on both paths in a real browser and compares: at most one colour level apart, tiling exact, loop closure bytewise. It needs Playwright and is run by hand after touching perlin-gl.js or the maths in perlin.js. The two paths differ only by float32 against float64 rounding.

How it is built: Architecture, GPU renderer.