> As for the Intel HD graphics situation, in my game test cases, it's not specifically a fill-rate or hardware performance issue. It's a WebGL issue, or rather, Intel's poor performance with many of the shader effects within C2. Removing those effects, game performance is FINE. Same game, with and without a few shader effects, goes from stutter mess to smooth performance on a HD4000.
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That's not WebGL's fault, it's exactly what I was talking about, just weak hardware. You'd see exactly the same performance characteristics with those effects in a native app. You can assume WebGL performance is identical to a native app using OpenGL.
I'm not saying that it's WebGL's fault.
I'm saying it's Intel's fault, either hardware or drivers, but its very slow at processing shaders that are based on OpenGL.
It's nothing to do with fill-rate, it's specifically WebGL shader limited and if people who use C2 knows this, then they should design their game to not use effects or do not target Intel HD graphics at all. It's a limitation regardless of who's at fault.