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You could try SeleniumAs for actually calculating FPS in WebGL. There's lots of examples of that on the net but basicallyvar then = Date.now() * 0.001;function render() {var now = Data.now() * 0.001;var timeSinceLastFrame = now - then;then = now;...//drawStuff...requestAnimationFrame(render, canvas);
}With the 0.001 there timeSinceLastFrame is in seconds. If you want to convert it to FPS thenfps = 1 / timeSinceLastFrame;As for benchmarking apps without source you might look into extensions. For example the WebGL Inspector http://benvanik.github.com/WebGL-Inspector/ is probably a good place to start for WebGL apps.Note: requestAnimationFrame requires a shim