Device

Benchmark and check the hardware of this device.

CPU & GPU
10-second single- and multi-core CPU stress and a GPU compute stress test, with FLOPS/GFLOPS scores.
Display & pixels
Measure rendered frames-per-second and refresh rate (Hz), and run a full-screen dead/stuck-pixel test.
Speaker & mic
Hardware checks for the speakers and microphone: left/right channel tone tests, and a live mic input meter with record/playback.
Thermal & battery
Sustained-load heating and throttling curve, plus battery drain rate under load and projected runtime.
Hardware & Radio
A full read-out: CPU, GPU, RAM, display, battery, cellular, Wi-Fi and Bluetooth.
Signal Generator
Pure tones, white/pink noise and a 1 Hz–20 kHz sweep.
Sound Meter & Spectrum
A calibrated dB SPL meter and a real-time FFT spectrum analyzer (RTA).
Speaker & Sub + DSP
Sweep a speaker's frequency response and resonance, then design crossovers, parametric EQ and gain.

CPU & GPU Test

Benchmarks how much work this device's processor and graphics can do, and whether it can keep it up.

What It Measures
The CPU run scores integer and floating-point work on every core at once; the GPU run scores how many frames the graphics hardware can render under a fixed load. CPU 1 842 · GPU 4 310
Why a Second Run Scores Lower
A phone throttles as it warms up, so a repeat run right after the first is meant to come out lower. That drop is the interesting number — it tells you how long the device can hold full speed. run 1: 1 842 · run 2: 1 610

Thermal Stress Test

Loads every core continuously and watches how the device sheds the heat.

What It Does
Keeps all cores busy and samples the system thermal state as it climbs, so you can see at what point the device starts protecting itself. nominal → fair → serious
It Will Get Warm
That is the test working, not a fault. Stop it if the device becomes uncomfortable to hold, and let it cool before running it again — a warm start makes the result meaningless.

Battery Test

Tracks charge level, temperature and drain rate over time under a load you choose.

What It Measures
Samples the charge percentage at intervals and works out the drain per hour, so you can compare a real workload against idle. −7 %/h idle · −23 %/h under load
Give It Time
The system reports the battery level in whole percent, so a short run cannot see a trend. Twenty minutes is the least that produces a number worth reading.

Hardware & Radio

Everything the system will tell us about this device and the radios it is using right now.

Hardware
Model, chip, core count, memory, screen size and resolution, and the storage actually free — read from the system, not guessed.
Radio
The current Wi-Fi and cellular state: the network in use, signal strength where the system exposes it, and the carrier. Some of these are only readable while the app is in the foreground.

Display Test

Pushes a high-motion scene to your screen and measures how many frames per second it really renders.

FPS Test
A full-screen animation runs while a frame counter measures the live and peak frames per second your display delivers. Peak 120 FPS on a ProMotion panel
Refresh rate & resolution
Shows the panel's maximum refresh rate in Hz and its true native pixel resolution. 120 Hz · 2556 × 1179
What to look for
On a 120 Hz iPhone the test should reach ~120 FPS and look glass-smooth. A low peak or stutter can mean thermal throttling or heavy background load.

Dead Pixel Test

Fills the screen with one flat colour at a time so a stuck or dead pixel has nowhere to hide.

How to Use It
Tap to step through the colours and look closely at each. A dead pixel stays black on every one; a stuck pixel stays one colour on all of them. red → green → blue → white → black
Getting Out
The close button is in the corner. Clean the screen first — dust reads exactly like a stuck pixel.

Microphone

Check that your iPhone's mic captures sound — watch the live input level, then record and play it back.

Live input meter
The meter reacts to sound in real time. Speak or tap near the mic and the bars should jump green → amber. Silence ≈ empty · Speaking ≈ green→amber
Record & play back
Records a short clip, then plays it through the speaker so you hear exactly what the mic captured. Record → talk → Stop → Play
What it proves
Meter moves and playback is clear → the mic and its routing work. No movement → check for a blocking case or a hardware fault.

Speaker

Play test tones to confirm your speakers work, aren't muffled, and that both stereo channels sound.

Test tone
Plays a continuous tone. Low tones test bass; high tones reveal rattles or a blocked grille. 60 Hz bass · 1 kHz mid · 12 kHz treble
Left / Right
Sends the tone to just one channel so you can confirm both stereo speakers play. Left only → one speaker · Right only → the other
What to listen for
A clean, steady tone is good. Buzzing, crackle or silence on one side points to dust, damage or a stuck channel.

Signal Generator

Plays a known signal through the speakers so there is something exact to listen to, or to measure against.

Four sources
A pure tone at any frequency, white noise, pink noise or a sweep across the whole band, with each channel mutable on its own. Tone 1 kHz, left only
Sweeps
The start frequency, the end frequency and the duration are adjustable; logarithmic spends more time low down, linear spreads it evenly.

Sound Meter

Turns the microphone into a sound-level meter, with the minimum and the peak held on screen.

Level, min and peak
The big number is the current level, while MIN and PEAK hold the quietest and loudest moments until they are reset. 62 dB · MIN 41 · PEAK 88
Why it needs calibrating
Phone microphones are not calibrated instruments, so the offset slider lines this meter up with a reference one.

Spectrum / RTA

Shows what the microphone hears split by frequency, so a sound can be seen rather than guessed at.

Reading the curve
Frequency runs left to right from 20 Hz to 20 kHz and level bottom to top, so a hum is a spike low down and hiss a raised shelf up high. Spike at 50 Hz = mains hum
Peak hold
The curve is smoothed to stay readable, and a separate line holds the peaks long enough to catch a resonance that comes and goes.

DSP Designer

Designs a crossover and an equaliser band and draws the resulting response, before anything is set on real hardware.

Filters
A high-pass, a low-pass and one peaking band with slopes of 12, 24 or 48 dB per octave, and the curve is the real maths of those filters rather than a sketch. HPF 80 Hz, 24 dB/oct
What it is for
Working out the settings for an amplifier, an active crossover or a subwoofer without cycling through them on the device itself.

Speaker & Sub

Plays a sweep and records it back through the microphone to draw how a speaker or a subwoofer actually responds in the room.

The measurement
Full-range covers 20 Hz to 20 kHz and the subwoofer range zooms into 20–250 Hz, with the loudest frequency called out as the resonance. Resonance / loudest: 46 Hz
The room is in the result
What is measured is the speaker and the room together, so peaks and dips move as the phone moves; the listening position is the one that counts.

All help topics

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