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    How We Cleaned 4,931 Browser GPU Benchmark Samples

    A transparent data quality report on Volume Shader BM's July 2026 browser GPU benchmark cleanup, covering before-and-after distributions, duplicate filtering, and leaderboard trust.

    2026-07-06Volume Shader Team11 min read

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    Volume Shader BM removed 4,931 low-quality browser GPU benchmark samples from its live benchmark database in July 2026. The cleanup targeted impossible performance metrics, duplicate submission bursts, and invalid preset records while preserving legitimate mobile GPU families such as Mali, Adreno, Maleoon, and Xclipse.

    This is a data quality report, not a marketing claim. The goal is to document exactly what changed, why it changed, and how the cleanup makes the public GPU leaderboard more reliable for WebGPU, WebGL2, mobile GPU, and desktop GPU comparison.

    Executive summary

    Metric Before cleanup snapshot After cleanup live snapshot Change
    Total benchmark samples 50,414 45,493 -4,921 live rows
    Rows deleted by cleanup job - 4,931 9.8% of the audited snapshot
    Authoritative leaderboard rows Not the primary audit output 40,503 Current eligible pool
    Non-relevant preset rows retained Not deleted 4,990 Retained but excluded from ranking
    Invalid metric rows after cleanup Present before cleanup 0 Cleared
    Invalid preset rows after cleanup 329 Reset rows 0 Cleared
    Missing API, browser, or OS context after cleanup 0 0 Clean

    The deletion event itself moved the database from 50,414 rows to 45,483 rows. The post-cleanup live snapshot used in this report shows 45,493 rows because new benchmark submissions continued to arrive after the cleanup window.

    What is browser GPU benchmark data quality?

    Browser GPU benchmark data quality is the process of deciding which submitted test runs are reliable enough to influence public rankings. A valid browser GPU sample should have plausible FPS and frame-time values, a known preset, enough browser and operating-system context, and no short-session duplicate abuse.

    That matters because browser benchmarks are not lab tests. They are affected by browser support, driver behavior, mobile thermals, background tabs, battery state, and user behavior. More rows are useful only when the rows can be compared responsibly.

    Why this cleanup was necessary

    Volume Shader BM is a live WebGPU and WebGL2 benchmark. Users submit real browser runs from phones, laptops, desktops, and integrated GPUs. That gives the dataset practical value, but it also creates noise.

    The July 2026 audit found three problems worth cleaning:

    1. Impossible or misleading metrics: Some samples had fpsMax or frameTime values outside acceptable benchmark bounds.
    2. Duplicate submission bursts: Some sessions submitted repeated rows inside the same short time window, which can overweight one device or one test session.
    3. Invalid preset records: Reset is not a meaningful benchmark preset and should not appear as a public comparison bucket.

    The cleanup did not remove rows simply because a GPU name looked unfamiliar. That distinction is important: mobile GPU strings are messy, and legitimate adapters such as Mali, Adreno, Maleoon, and Xclipse should not be punished by a narrow desktop-first validator.

    Cleanup methodology

    The cleanup used a backup-first workflow.

    1. Audit the live samples table with explicit data quality rules.
    2. Export a full local backup of every candidate row before deletion.
    3. Delete only backed-up row IDs, not a freshly recalculated moving target.
    4. Re-run the same cleanup rules to confirm there were no remaining candidates.
    5. Run an independent SQL audit for metric bounds, required context, and preset validity.

    What counted as a cleanup candidate?

    Rule Why it matters Action
    fps, fpsMin, fpsMax, frameTime, duration, or stability outside accepted bounds Impossible values distort rankings and averages Delete
    presetName empty or Reset Not a valid public benchmark bucket Delete
    Missing api, browserName, or os Too little context for public comparison Delete if present
    Obvious URL, social, gambling, or adult spam in GPU identity fields Prevents data pollution Delete if present
    Same session, GPU identity, preset, browser, API, and 10-minute bucket with more than two rows Prevents repeated short-window submissions from overweighting one run Keep latest 2, delete the excess
    isRelevantForPreset=false A fair-ranking exclusion, not dirty data Retain

    No spam GPU identity rows were found in this pass. No rows were deleted solely because of GPU model naming.

    Cleanup reasons: what was removed?

    The cleanup removed 4,931 rows. Reason counts can overlap because one row may be both a duplicate and have an invalid metric.

    Cleanup reason Flagged rows Meaning
    Invalid benchmark metrics 2,655 FPS, frame-time, duration, or stability values outside accepted bounds
    Duplicate excess 2,144 Repeated rows in the same short-session comparison bucket, after keeping the latest two
    Invalid preset 329 Reset or blank preset values

    Preset distribution before and after cleanup

    The strongest visible change was the removal of invalid Reset rows and a reduction in noisy Ultra Low duplicates. Ultra Low remains the largest preset because it is the most accessible entry point for mobile and low-power devices.

    Preset Before cleanup Removed After cleanup live snapshot
    Ultra Low 40,461 2,808 37,662
    Balanced 2,340 349 1,992
    High 1,995 347 1,648
    Low 1,883 286 1,597
    Very High 1,459 279 1,180
    Insane 979 263 716
    Extreme 968 270 698
    Reset 329 329 0

    Interpretation: the cleanup did not change the shape of the benchmark audience. It sharpened the dataset by removing rows that should not carry public ranking weight.

    API distribution before and after cleanup

    WebGPU remains the dominant path after cleanup. The distribution changed only slightly because the cleanup targeted quality, not API share.

    API Before cleanup Removed After cleanup live snapshot
    WebGPU 43,715 4,161 39,564
    WebGL2 6,699 770 5,929

    Before cleanup, WebGPU represented 86.7% of the audited snapshot. After cleanup, WebGPU represented 87.0% of the live snapshot. That tells us the cleanup did not manufacture a WebGPU narrative; WebGPU was already the main runtime path in this browser GPU benchmark dataset.

    Current top GPU sample families after cleanup

    The post-cleanup top sample families still show the same important market signal: Volume Shader BM is heavily shaped by real mobile and integrated GPU usage, not only flagship desktop cards.

    GPU family Current sample count
    Mali-G57 MC2 3,563
    Mali-G615 MC2 1,794
    Intel UHD Graphics 1,534
    Adreno 830 1,444
    Mali-G52 MC2 1,435
    Mali-G57 1,052
    Mali-G615 MC6 1,014
    ARM, Mali-G57 MC2 902
    Adreno 750 898
    Adreno 610 820
    Mali-G68 802
    Mali-G720 MC7 775

    This is why GPU-name-based deletion would have been the wrong approach. A benchmark built for the open web must expect mobile adapter strings, vendor-specific naming, and inconsistent renderer labels.

    What stayed in the database?

    The cleanup intentionally retained 4,990 rows marked isRelevantForPreset=false. These rows are not treated as authoritative leaderboard evidence, but they are still useful for transparency, result pages, and future analysis.

    Keeping these rows is the right tradeoff. A sample can be real while still being a poor fit for a particular public ranking bucket. Deleting every non-ranking row would make the dataset look cleaner, but it would also erase useful context about how users actually test their devices.

    What changed for the public leaderboard?

    The public leaderboard is now safer to read in three ways.

    1. No invalid Reset bucket: public preset comparison no longer has a meaningless preset bucket.
    2. No impossible metric rows: post-cleanup verification found zero rows with invalid FPS, frame-time, duration, or stability bounds.
    3. Less short-session overweighting: duplicate bursts are reduced by keeping only the latest two rows in each short comparison bucket.

    The result is not a perfect lab dataset. It is a better live benchmark dataset: cleaner, easier to explain, and more defensible when cited in GPU benchmark reports.

    What did the verification show?

    After deletion, the cleanup rule found 0 remaining candidates. A separate SQL audit also returned zero rows for the following categories:

    Validation check after cleanup Remaining bad rows
    fps outside accepted bounds 0
    fpsMin outside accepted bounds 0
    fpsMax outside accepted bounds 0
    frameTime outside accepted bounds 0
    duration <= 0 0
    stability outside 0-100 0
    Invalid or blank preset 0
    Missing API 0
    Missing browser name 0
    Missing OS 0

    That verification matters more than the deletion count. A large cleanup is only useful if the resulting dataset can be audited again and come back clean.

    Why this improves SEO and AEO value

    Search engines and AI answer engines prefer content that is specific, fresh, and backed by original data. This cleanup gives Volume Shader BM a stronger evidence base for queries such as:

    • browser GPU benchmark data
    • WebGPU benchmark leaderboard
    • WebGL2 benchmark results
    • mobile GPU benchmark online
    • browser benchmark data quality
    • GPU leaderboard methodology
    • how to compare WebGPU and WebGL performance

    For answer engines, this report is designed to be extractable. It includes a direct summary, before-and-after tables, methodology, validation checks, and FAQ answers. For traditional SEO, it strengthens topical authority around benchmark trust, data quality, WebGPU performance, and browser-based GPU testing.

    What this does not prove

    This cleanup does not prove that one GPU, browser, or graphics API is universally better than another. It also does not turn a live community benchmark into a controlled lab test.

    The safer claim is narrower and stronger: Volume Shader BM now has a cleaner public benchmark corpus, with invalid metric rows and duplicate excess rows removed, while preserving legitimate mobile GPU data and non-ranking context.

    Practical guidance for reading Volume Shader BM results

    Use the leaderboard as a confidence-aware comparison surface.

    • Compare runs inside the same preset.
    • Separate mobile and desktop device classes.
    • Prefer stable repeated results over one unusually high score.
    • Treat isRelevantForPreset=false as a ranking caveat, not a fake-result label.
    • Use public result pages and the methodology page when citing a benchmark claim.

    You can run a fresh benchmark on the GPU test page, compare current rankings on the live leaderboard, and review measurement rules on the methodology page.

    FAQ

    Why did Volume Shader BM delete benchmark samples?

    Volume Shader BM deleted benchmark samples that could distort public rankings: impossible metric values, duplicate bursts from the same short session, and invalid preset records. The cleanup improves leaderboard trust without deleting legitimate GPU families based on name alone.

    Were mobile GPUs removed from the benchmark?

    No. Mobile GPU names were not treated as dirty data. The cleanup preserved legitimate mobile adapter families such as Mali, Adreno, Maleoon, and Xclipse. Rows were removed because of metric validity, duplicate excess, or invalid preset state, not because a GPU family was mobile.

    Why keep rows that are not relevant for a preset?

    isRelevantForPreset=false means a sample should not affect a specific fair-ranking leaderboard. It does not mean the sample is fake. Keeping those rows preserves transparency and helps future analysis while preventing mismatched results from changing the ranking.

    Does the cleanup change WebGPU vs WebGL2 conclusions?

    No. WebGPU remained the dominant API before and after cleanup, moving from 86.7% of the audited snapshot to 87.0% of the live post-cleanup snapshot. The cleanup improved data quality; it did not create the WebGPU trend.

    How often should a live GPU benchmark dataset be cleaned?

    A live GPU benchmark dataset should be audited whenever leaderboard rules change, duplicate behavior appears, or public reports depend on the data. For a growing benchmark, a monthly quality pass is a reasonable baseline, with immediate cleanup for severe metric or spam issues.

    Bottom line

    Benchmark trust is not created by publishing a bigger number. It is created by showing which rows count, which rows do not count, and why.

    The July 2026 cleanup removed 4,931 low-quality samples from Volume Shader BM, cleared invalid metric and preset rows to zero, preserved legitimate mobile GPU data, and left a stronger foundation for WebGPU and WebGL2 leaderboard analysis.

    That makes the benchmark more useful for users, more defensible for reports, and more citable for search engines and AI answer engines.

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