GOGS runs each engine one at a time, captures raw frame data, and compares behavior under controlled browser workloads. The default goal is to show which engine holds up better under load on this hardware.
Use shared workloads for particle, rendering, and simulation pressure.
Import or export raw JSON so a run can be inspected again later.
Use feature probes only after the core comparison looks trustworthy.
The Benchmark exposes a suite of performance tests that can be run to compare the engines.
Fast harness check. Confirms automation, import/export, and charts. Not a performance verdict.
Main comparison mode. Use this first when asking which engine performs better under load. Automatically selects the best backend.
Diagnostic mode. Runs extra probes for deeper investigation after Standard looks sane.
Journey (Rust/WASM) is built on top of WASM linear memory. It compiles down to a binary payload of ~3MB (raw) and ~1.2MB (brotli). The current JS heap chart still includes host wrapper, metric collection, and JS/WASM boundary effects, so WASM linear memory must be read separately before making allocation claims.
TinyTS (TypeScript) is extremely lightweight in transfer size (~32KB brotli), which makes it quick to transfer. It runs on JavaScript's standard runtime heap, so heap sawtooth patterns should be interpreted alongside frame pacing, work-duration timing, and after-stop memory checkpoints.