Will V3KTR run here?
V3KTR runs on WebGPU, entirely in your browser. Below is a live check of the browser you’re reading this in — the same checks the app runs at boot — followed by what it needs, what’s been tested, and what to do if a check fails.
This browser, measured now
Checking this browser…
Measuring…
What V3KTR needs
WebGPU. Not as a preference — the app is compute shaders: the in-browser depth model, the simulation effects, the real-DCT glitch work. A WebGL fallback would be a different, lesser product, so there isn’t one. WebGPU ships in current Chrome, Edge and Safari, and in Firefox with caveats (see below). If it can’t start, the app says so on a full screen up front rather than half-working.
A desktop-class machine. It wants a real screen, a pointer and a working GPU driver. Phones and tablets are a more honest “sort of”: an iPad Pro, and even an iPhone SE, will load V3KTR, take an image and run effects on it. But both have been unstable in our own testing — the graphics driver resets under load — and on a phone the interface is drawn for a pointer and a large screen. Neither is claimed as supported until that’s fixed. Treat a tablet as an experiment, not somewhere to do work.
The model download. The depth model is fetched the first time you use a depth effect. On a desktop browser it is then cached and doesn’t download again: about 50 MB, plus around 22 MB of WebGPU runtime the very first time — call it 72 MB on a cold start. It is a half-precision build: the depth channel is written into an 8-bit texture, so full precision was being thrown away moments after it was computed. On iPhone and iPad it works differently: iOS evicts that cache aggressively, so expect the model to download again after the browser restarts, and there it falls back to a smaller quantised build (about 27 MB) that runs on the CPU rather than the GPU. The status pill reports the download as a percentage while it lands. Everything else — including your images — stays on your machine; nothing uploads.
If it isn’t green
In rough order of how often each one is the answer:
- Update the browser. A current Chrome or Edge is the fastest known-good path on every desktop platform.
- Check hardware acceleration is on. Browsers fall back to software rendering when it’s off, and WebGPU goes with it.
- Firefox: it ships WebGPU but blocklists specific GPUs and drivers — a browser can have WebGPU and still refuse an adapter on your machine. Chrome often works where Firefox refuses.
- Linux: support varies by driver more than by browser. A current Chrome plus current Mesa is the tested shape.
- Managed machines: corporate policy can disable WebGPU entirely; that one isn’t fixable from here.
Still stuck? Tell me what the check above says — that line is exactly the report that helps.
Tested by us
Machines V3KTR has actually been verified on, with dates. This table is deliberately short: a row means a measurement, not a hope, and it grows only as real machines are tested.
| Device / GPU | OS | Browser | App | Date |
|---|---|---|---|---|
| NVIDIA GeForce RTX 4070 (12 GB) — Ryzen 9 3950X, 64 GB RAM The development machine, and the strongest GPU in the rack. All 91 effects in the library compiled and rendered non-blank in a single automated pass, with no console or page errors; WebGPU device acquired at default limits, textures to 16384px, adapter reported as nvidia/lovelace. | Windows 11 Pro (build 26200) | Edge 151 | v0.386.0 | 21-Aug-2026 |
| NVIDIA GeForce RTX 4070 (12 GB) — same machine as above Firefox is the browser people ask about most, because it ships WebGPU but blocklists particular GPUs and drivers — so whether it runs is a question about your machine, not just your browser. On this one it starts and holds a WebGPU device. Narrower than the rows above and below: the full-library sweep has only ever been run under Chromium-family browsers, never Firefox, and this row is a device check made at v0.313.0 rather than a fresh pass. | Windows 11 Pro (build 26200) | Firefox 152 | v0.313.0 | 05-Aug-2026 |
| NVIDIA GeForce RTX 4070 (12 GB) — same machine as above All 91 effects compiled and rendered non-blank, same as Edge, with shields at their defaults — worth stating separately because a privacy browser sits in front of the CDN the depth model is fetched from, so a plain-Chromium result doesn't automatically transfer. | Windows 11 Pro (build 26200) | Brave (Chromium 151) | v0.386.0 | 21-Aug-2026 |
| Test-rack canary — Intel UHD 630 (the weakest GPU in the rack) 1,600+ instrumented fuzz rolls across the release run (add + roll modes, forced-param sweeps, and 200 rolls with FX Motion armed and playing); 6–12-layer 4K exports render at native resolution. | Windows 10 | Chromium 149 | v0.301.0 | 02-Aug-2026 |
The engineering behind the requirement — what the GPU is actually asked to do — is on How V3KTR works.
