DoesItRunOnGet early access

Use case

WebGL performance testing on real devices

Your WebGL app hits 120 fps on your dev machine and you honestly have no idea what it does on a mid-range Android. That's not a you problem — there is no automated way to find out today. DoesItRunOn runs your URL on a rack of real phones and reports the framerate, per device.

No spam. One email when early access opens.

Why WebGL performance can't be simulated

Mobile GPU-land is wildly fragmented: Adreno, Mali, PowerVR and Apple GPUs each have different fill-rate limits, shader compilers, texture bandwidth and driver quirks. A scene bound by fragment-shader cost on a Mali-G52 can be completely fine on an Adreno 640 from the same year. CPU throttling in Lighthouse or DevTools tells you nothing about any of this — the only honest measurement is your actual frames on actual silicon.

Then there's heat. Phones throttle hard: a demo that opens at 55 fps can settle at 30 fps after two minutes of sustained GPU load. A 30-second manual check on a cold device misses it entirely; measured runs over time catch it.

What a run looks like

You give us a URL and, optionally, a Playwright-style script that drives the app into its heaviest state — load the scene, start the effect, zoom the map. We execute it on a curated spread of real devices, from current iPhones and Pixels down to the 2019–2021 mid-rangers that dominate real-world traffic, and send back per device: median & p95 FPS, frame-time distribution, jank events, and thermal behavior across the run.

Catch regressions before users do

The plan for launch includes a CLI and GitHub Action with FPS budgets per device — “fail the build if the gallery scene drops below 30 fps on a Galaxy A52.” Performance stops being a vibes-based launch-week discovery and becomes a number in your CI, like test coverage.

See your numbers on real hardware

Join the waitlist — early members lock in launch pricing and vote on the device pool.

No spam. One email when early access opens.

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