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node_modules/detect-gpu/README.md
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# Detect GPU
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[](https://badge.fury.io/js/detect-gpu)
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[](https://unpkg.com/detect-gpu)
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[](https://packagephobia.now.sh/result?p=detect-gpu)
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Classifies GPUs based on their 3D rendering benchmark score allowing the developer to provide sensible default settings for graphically intensive applications. Think of it like a user-agent detection for the GPU but more powerful.
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## Demo
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[Live demo](https://pmndrs.github.io/detect-gpu/)
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## Installation
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By default we use the [UNPKG](https://unpkg.com) CDN to host the benchmark data. If you would like to serve the benchmark data yourself download the required benchmarking data from [benchmarks.tar.gz](https://github.com/pmndrs/detect-gpu/raw/master/benchmarks.tar.gz) and serve it from a public directory.
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Make sure you have [Node.js](http://nodejs.org/) installed.
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```sh
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$ npm install detect-gpu
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```
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## Usage
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```ts
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import { getGPUTier } from 'detect-gpu';
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(async () => {
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const gpuTier = await getGPUTier();
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// Example output:
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// {
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// "tier": 1,
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// "isMobile": false,
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// "type": "BENCHMARK",
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// "fps": 21,
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// "gpu": "intel iris graphics 6100"
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// }
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})();
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```
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`detect-gpu` uses rendering benchmark scores (framerate, normalized by resolution) in order to determine what tier should be assigned to the user's GPU. If no `WebGLContext` can be created, the GPU is blocklisted or the GPU has reported to render on less than `15 fps` `tier: 0` is assigned. One should provide a fallback to a non-WebGL experience.
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Based on the reported `fps` the GPU is then classified into either `tier: 1 (>= 15 fps)`, `tier: 2 (>= 30 fps)` or `tier: 3 (>= 60 fps)`. The higher the tier the more graphically intensive workload you can offer to the user.
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## API
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```ts
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getGPUTier({
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/**
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* URL of directory where benchmark data is hosted.
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*
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* @default https://unpkg.com/detect-gpu@{version}/dist/benchmarks
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*/
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benchmarksURL?: string;
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/**
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* Optionally pass in a WebGL context to avoid creating a temporary one
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* internally.
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*/
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glContext?: WebGLRenderingContext | WebGL2RenderingContext;
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/**
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* Whether to fail if the system performance is low or if no hardware GPU is
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* available.
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*
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* @default false
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*/
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failIfMajorPerformanceCaveat?: boolean;
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/**
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* Framerate per tier for mobile devices.
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*
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* @defaultValue [0, 15, 30, 60]
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*/
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mobileTiers?: number[];
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/**
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* Framerate per tier for desktop devices.
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*
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* @defaultValue [0, 15, 30, 60]
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*/
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desktopTiers?: number[];
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/**
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* Optionally override specific parameters. Used mainly for testing.
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*/
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override?: {
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renderer?: string;
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/**
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* Override whether device is an iPad.
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*/
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isIpad?: boolean;
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/**
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* Override whether device is a mobile device.
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*/
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isMobile?: boolean;
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/**
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* Override device screen size.
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*/
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screenSize?: { width: number; height: number };
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/**
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* Override how benchmark data is loaded
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*/
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loadBenchmarks?: (file: string) => Promise<ModelEntry[]>;
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};
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})
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```
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## Support
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Special care has been taken to make sure all browsers that support `WebGL` are also supported by `detect-gpu` including `IE 11`.
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## Changelog
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[Changelog](CHANGELOG.md)
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## Licence
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My work is released under the [MIT license](https://raw.githubusercontent.com/pmndrs/detect-gpu/master/LICENSE).
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`detect-gpu` uses both mobile and desktop benchmarking scores from [https://gfxbench.com](https://gfxbench.com).
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