> it could also be described as a top-down FZERO, which the SNES could handle
>
Obligitory "my SNES could run this", obligitory reminder that as far as I can find the highest resolution mode of the SNES was 512x239 8bpp which is 122kb per layer vs. a modern 32-bit 1080p game which is 8mb per layer or about 68x more bandwidth. Assuming you have the background and four own-texture layers, that's 340x as much bandwidth, not including higher-resolution textures, plus rotation and scaling, plus no sprites-per-line restrictions, plus transparency and alpha blending, etc.
Nice cropping of what I had said.
which the SNES could handle if it wasn't in HD
And you are right, it is a weak Intel GPU, but it's the majority of my (/Steams) customer base and it has been designed to work very well with the existing graphic APIs like DirectX and OpenGL to run some fairly high-end games with little to no problems on low and medium quality modes.
Maybe all we need is an option to force desktop resolution in fullscreen to something lower to cope with weaker fillrates, but that's not an option for me yet and this render-then-scale idea didn't help either:
It would require modifying NW.js/Node-Webkit 's code to add that feature right? Great, more waiting on NW.js for a feature that is available already to every DirectX and OpenGL programmer.
I'm not trying to aggravate or imply that hardware can "magically increase", but there is overhead in HTML5, JavaScript, web browsers, etc. I'm saying that I notice that difference, and even worse my customers notice.
If I didn't care I would probably be more than happy to just directly quote you saying "Intel GPUs really suck. That's not our fault" every time my customers are running hardware like that and complain of jank, collision glitches caused by low FPS (set minimum fps does help stop this, so sharing our issues leads to results?), and general slowness even though they have better specs than me (but older GPU/CPU that wasn't designed for WebGL).
But I don't, I believe in you and your great editor, and have done so since the beta days of Construct Classic. You may be 100% right about the future of HTML5, but some more control or investment into these exporters would make a difference.
Also, saiyadjin I had some really funky things happening when I tried in Chrome (froze my laptop, text was cut in half on my desktop), but I'll try again and post specs for you.