neuron-explorer
Steering-first neuron explorer for Qwen3.5-4B: push every MLP neuron, keep every rollout, browse the results
翻译准备中
尚未检测到更新。GitHub 发布版本后会显示在这里。
个人 GitHub 账号下公开仓库的所有者可以登录并验证所有权,自行管理介绍,无需管理员批准。
登录并生成验证文件,在 30 分钟内将其提交到此仓库的默认分支。其他分支或分叉仓库中的文件无效。然后在下方检查文件,即可无需管理员批准直接管理项目。请保留文件以维持管理权限。
如需登录,将前往登录页面。登录后请回到此处,再次点击所选的验证按钮。
在项目文件夹中运行 /nomorevibe verify,即可验证所有权并自行管理介绍。
一分钟完成验证正在加载完整 README。 以下为已保存的摘录。
How many moving sprites and 3D cubes can a web engine draw while holding 60 fps, on your machine?
The two scenes, shown here with 2,000 objects each. Every engine draws exactly the same picture; the benchmark keeps adding objects until the engine can no longer hold 60 fps.
Engines compared: LittleJS, PixiJS, Three.js and PlayCanvas, plus an extended set with Phaser, Babylon.js and the WebGPU renderers of Pixi and Three.查看完整 README ↗How many moving sprites and 3D cubes can a web engine draw while holding 60 fps, on your machine?
The two scenes, shown here with 2,000 objects each. Every engine draws exactly the same picture; the benchmark keeps adding objects until the engine can no longer hold 60 fps.
Engines compared: LittleJS, PixiJS, Three.js and PlayCanvas, plus an extended set with Phaser, Babylon.js and the WebGPU renderers of Pixi and Three.
This benchmark was started by the author of LittleJS, so read it with that in mind. Every scene, the measurement code and the raw results are here so anyone can check them, rerun them, or improve a scene.
On the one machine tested so far (see RESULTS.md), LittleJS was comparable to the fastest paths of the other engines in these tests, and faster in several. That is one machine and two simple workloads. Results on your hardware may differ, and we would like to see them: see Submit your results.
Each engine draws the exact same scene from the same seeded simulation. The benchmark raises the object count until the median frame no longer holds 60 fps. It reports that count ("max N") and the engine's render CPU time per object.
Each engine is tested on its normal path and its fastest documented path. For example:
Sprite and ParticleContainerMesh and InstancedMeshdrawTile and glDrawapp.update and app.render, which its typings mark internal. That is the only way to render exactly once per frame.createInstance scene uses its documented freezeActiveMeshes optimisation. Every cube's transform still updates every frame.SpriteGPULayer) re-uploads its whole buffer each frame; that is how the layer is built.Think a scene isn't as fast as its engine allows? Please open an issue or a pull request. Improvements from engine maintainers are especially welcome.
In your browser, nothing to install: open https://killedbyapixel.github.io/webgl-engine-bench/, keep the tab visible, click Run, then Download JSON. A browser run can't record your CPU model, so please mention it when you submit.
With Node, for the most exact numbers: you need Node 21+ and Chrome, on a machine that is otherwise idle.
npm install
npx playwright install chromium
npm run bench:quick # about 5 minutes, rough numbers
npm run bench # about 35–40 minutes, 3 repeats, the numbers to share
Add --extended to include Phaser, Babylon.js and the other WebGPU scenes, for example npm run bench:quick -- --extended.
To run it by hand in any browser: npm run serve, then open http://localhost:8121.
RUN.md has the full procedure. Please read its idle-machine checklist: keep the display awake, close other apps, and don't cover the browser window.
Run the full benchmark. The optional label names the file:
npm run bench -- --label my-laptop
Print a summary of your results file:
npm run summary -- results/<your-file>.json
Open a Submit results issue. Paste the summary and attach the .json file. Or open a pull request that adds the file to results/ and runs npm run results to regenerate RESULTS.md.
Results record your CPU, GPU, OS and browser. They never record your computer's name.
scenes/: one file per engine and variantharness/: the shared simulation, the measurement loop and the runnertools/: run, verify, summary and vendor scriptsvendor/: pinned engine builds; exact versions are in vendor/versions.json, licences in vendor/LICENSES/results/: raw result filesnpm run verify re-checks that every scene draws the same thing. npm test runs the unit tests.
MIT; see LICENSE. The vendored engines keep their own licences; see vendor/LICENSES.