GPUTimeline
Trace timeline
Drag to pan, scroll to zoom, drag across the surface to brush-select. Zoom far enough out and the renderer switches to a binned density field without telling you.
Spans
Shape
Tracks
Realistic trace clustering — dense knots separated by quiet gaps.
Requesting a GPU device…
drag ↔panwheel / trackpad ↕zoom at the cursorclick-dragbrush-select a regionhoverinspect a spanTab then ← →walk spans in a track↑ ↓change track+ / -zoomHome / Endfirst / last span
View
Domain0ns → 60.000s
Visible60.000s
Zoom1.00×
Spans10,000
Canvas900 × 440
Interaction
Hovered—
Selected—
Brushed—
Hover and click are an exact CPU binary search, not GPU picking — no frame of latency. The brush highlight is a GPU bitset: selecting 100k spans is one dispatch, not a JS loop.
Inspector
GPU Inspector — no runtime connected yet
Zoom far enough out on the larger datasets and the component switches from drawing every span to a GPU-binned density field. The switch is deliberately invisible: if you can spot the moment it happens, it is not working.