Skip to content
UniKit

Device & browser information

Inspect screen resolution, pixel ratio and color depth, window size, timezone and languages, CPU cores, memory, user agent, touch support, WebGL renderer, network status and modern API availability, then copy a full report.

Runs in your browserEvery computation happens in your browser — your data never leaves this device.

Overview

…

What this tool does

  • Paste device and browser details into a bug report in one click, instead of a round trip of "works on my machine" questions about screen size, OS version and user agent.
  • Debug responsive layouts: see how window size, screen work area, pixel ratio and physical resolution relate to each other.
  • Check API availability before shipping a feature: 20 capabilities including WebGPU, SharedArrayBuffer and Service Worker are listed at a glance.
  • Investigate GPU-related rendering problems by reading the WebGL vendor and renderer strings and confirming whether software rendering (SwiftShader / llvmpipe) has taken over.

Example

Input

Chrome 120 user agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/120.0.0.0 Safari/537.36

Output

Browser: Chrome
Browser version: 120
Rendering engine: Blink
Operating system: macOS
Device type: desktop

When the page opens it reads the real screen, window, timezone, CPU cores and WebGL values from your machine; the output above is the user-agent parsing part of that report.

Frequently asked questions

Is this information uploaded anywhere?

No. Everything is read and computed in the browser after the page loads, and "copy report" only writes to your clipboard. The page makes no network requests.

Why do memory and CPU cores sometimes say "unknown"?

navigator.deviceMemory is only implemented by Chromium-based browsers, so Safari and Firefox report nothing; hardwareConcurrency can also be rounded to a fixed value or omitted in private modes and hardened browsers.

Why does WebGL show as unavailable?

Typically a headless browser, disabled hardware acceleration, a GPU driver blocked by the OS, or a privacy extension. The tool tries to create a WebGL context and read WEBGL_debug_renderer_info, and reports unavailability honestly rather than inventing a value.

How do pixel ratio and physical resolution relate?

Physical pixels = CSS pixels × devicePixelRatio. Use physical pixels for screenshots and high-DPI assets and CSS pixels for layout. A 1920 × 1080 screen at a pixel ratio of 2 has a physical resolution of 3840 × 2160.

Can this be used for fingerprinting?

The combination of these fields is certainly distinctive, but the tool only displays them — nothing is stored or uploaded and a refresh clears everything. Any website can read user agents and GPU strings anyway, which is exactly why browser vendors keep reducing their precision.

Keywords:device information设备信息uauser agent屏幕分辨率webglpixel ratio硬件信息browser info

Related tools