RTX 3090
Windows 11 · D3D12 · 1920×1080 · vSync off, uncapped · quality tier "PC"
Every number here comes from an automated 17-scenario benchmark - ships flying at full throttle, effects filling the screen - run on real devices and re-run every release. No estimates, no "up to". When a frame is pinned at a display's refresh ceiling, we say so instead of inventing headroom.
The plasma trail - half the look of a thruster - used to churn every vertex on the CPU each frame. It moved to the vertex shader with the visuals byte-for-byte identical. Cost per ship, measured on the RTX 3090:
An 8-ship fleet went from stuttering to hundreds of fps on desktop from this one change - and the same trails now cost nothing measurable on a 2017 phone.
Frames per second with a fleet of eight on screen, every effect running.
A 2017 phone holds its panel's locked 60 with eight fully-dressed ships; the desktop runs the same scene at triple-digit headroom. Single ships are never the question.
The OnePlus 5T panel refreshes at 60 Hz - the dashed line is its ceiling, not ours.
* pinned at the panel refresh - real headroom is higher than shown. On the cold 2026-07-18 pass all three sit on the cap: the Mobile tier never drops a frame, and the desktop-grade Powerhouse tier holds 60 too. The only run where a single Powerhouse ship measured below the panel (56 fps) was the thermally-degraded 2026-07-11 handset - so treat 56 as the hot-device floor, not the number this phone gives you cold.
Milliseconds added per frame over the Mobile-tier baseline, on the OnePlus 5T. These come from the 2026-07-11 run, on a handset that had been benchmarked all evening and was thermally throttled. That is deliberate: when we re-ran it cold on 2026-07-18 the phone pinned at its 60 Hz panel in every single-ship scenario, so each feature subtracted to +0.00 ms - which measures the panel, not the effect. The hot figures are the honest upper bound, and the cold result is shown beside each row.
Distortion is the only feature with a real mobile price tag - which is exactly why it ships desktop-gated. Everything else, trails included, is effectively free.
A separate mobile run on 2026-07-12 swapped in a 1.85-million-triangle hull with no LODs, to find the mesh ceiling. It has not been re-run since, and it does not need to be: the wall it finds is raw geometry, which no ShipVFX release moves. The eight-hull row is the Mobile tier with all the effects running - stripping them back to mesh-only buys 1.3 fps. The lesson is clean:
Eight of those hulls cost +40.9 ms/frame in raw geometry; all the VFX combined add just +4.4 ms. On a mobile fleet the triangle count is the budget - ShipVFX is not the bottleneck. Ship LODs for your hulls; the framework overhead stays negligible either way.
Windows 11 · D3D12 · 1920×1080 · vSync off, uncapped · quality tier "PC"
Snapdragon 835 · Adreno 540 · GLES3 · 2160×1080 @ 60 Hz · quality tier "Mobile"
iPhone + Metal joins the tables when the device lands. Same scenarios, same rules.
The demo on the home page is this same build, live in your browser.