Turning off webGL is not a solution. Canvas2D is still slow, definitely too slow for my purposes.
I really can't believe that a high-end intel integrated GPU cannot run webGL at one third of the speed of a two year old tablet, or a five-year old budget mac. It's completely crazy if this is the case. If it's really just a hard limitation of webGL, then webGL is not suitable for games, period.
I'd really like to hear what Ashley has to say about all of this.
I tried out some Unity webGL benchmarks and they seemed to perform well, although with no no-webGL reference point it's hard to say anything definitive there.
I can't just tell my users that they can't use integrated graphics. Everyone in this day and age expects 2D games to be able to run on the most basic of machines. When you factor in the GPU fallback problem, the situation becomes worse.