Checking actual stencil pixels and GPU query readback…
The first draw writes stencil only. The next draw passes where the reference equals 1. No HTML clipping substitutes for the GPU test.
Animated WGSL ray/sphere intersections, lighting and specular highlights. Persistent GPU resources; not a physics or high-poly stress benchmark.
Waiting for visible and stencil-rejected queries…
Read back every 120 frames, one flight at a time. Not a timestamp or FPS measurement.