Looks like this benchmark is probably old hence it doesn't work on some modern systems. Cannot blame modern GPU's for that.
As far as I know, JavaScript tries to stay 100% compatible with old JS code. At least certainly with perfect working code from 8 years ago.
It seems to me that this bug can also be caused by modern GPU drivers making errors with standard code.
"Out of memory" is a typical error message that you get when the GPU cannot enlarge memory arrays because it assigned too little memory.
Maybe it would help to find whether there is any leaks of the JS objects with the profiler in devtools.
A related topic started a month ago:
I am running the latest version of Windows 11 and using the latest version of Microsoft Edge (although I have confirmed that the bug also happens on both older versions of Windows 11 and Edge as well). Here is my GPU information: GPU 0 AMD Radeon(TM)…
learn.microsoft.com
The fact that it happens on Firefox makes me think that it's not a Chromium specific issue. Interestingly the RX 6600 he was using is an AMD GPU. This leads me to believe that it might be an AMD driver bug rather than a browser problem.
Fix for WebGL Context Lost on Windows Devices with Some Integrated Intel GPUs
Seems like there is a bug in Chrome for Windows users with some models of the integrated Intel GPUs. As a result, OHIF and/or Cornerstone3D demos may experience rendering issues, with the GPU proce...
github.com
Seems like there is a bug in Chrome for Windows users with some models of the integrated Intel GPUs. As a result, OHIF and/or Cornerstone3D demos may experience rendering issues, with the GPU process consuming an excessive amount of memory for volume viewports. As a result, the webGL context may be lost and the browser crashes.
Browser Memory Issues
Easily create characters, organize games, purchase content, find players, and customize your story for your group - all in your browser.
app.roll20.net
It happens in both Chrome and Edge, so both Chromium.
It seems like this is related to Dynamic Lighting for as I move around I can see, with every update which includes other tokens which emit light, that my memory usage continues to increase and is never freed.
After moving around various numbers of squares:
Pre-module load: 132MB
Module Loaded: 569MB
Moved 10 squares: 2.2GB
Moved 30 squares: 4.8 GB
Moved 60 squares:
8.7 GB
Is threejs / WebGL so heavy or is it just me (and my old MacBook)?
I'm using an old MacBook Pro 13" 2010 and while I can play (older) OpenGL games in full screen, every time I try to open a threejs website the window freezes and when it resumes the frame rate is like 1 frame per 5 seconds. I know my hardware is old but I find it surprising that a Core 2 Duo and a GeForce 320M cannot even handle 90s-level 3D graphics.
Memory leaks are crippling my M1 MacBook Pro–and I’m not alone
With the release of Monterey and the new MacBook Pro, reports are swirling about users experiencing issues with memory leaks.
www.macworld.com
In the end, the test runs perfectly on AMD Vega GPUs and it does not work on AMD Navi. Can't we blame modern GPUs if they don't work properly?
Everyone loses if AMD doesn’t fix its driver issues before Big Navi’s release date
It's not only AMD fans who should want Navi's driver bugs squished...
www.pcgamesn.com
But those of you who follow such things already know: AMD has been having some serious issues with its Navi drivers. This isn’t just a few people screeching over on Reddit, either: AMD itself has recognised the issues and released a new driver update that is supposed to fix most of them… but not all of them.