I wasn't trying to say you are looking for a magic answer, only that cocoonJS has no magic solution They don't do anything outside of what the exported game already does in terms of image size and resolution.
Thanks for the reply,
I'm not looking for my project to do anything more than what I've programmed it to do. I'm not looking for it to behave better once I export it. If anything, I expect there to be conflict issues with other devices.
I'm new to HTML5 programming as an environment for cross platform development. I was wondering if there was a wrapper, like Cocoonjs, where you might expect to get out of the wrapper hopefully EXACTLY what you see from the preview of your project when you run it on the device you are developing it on like your laptop. Surely there will be framerate issues across different devices with different processing speeds and VRAM.
It looks like, currently, if you want to develop once and deploy to many devices, on the image end, everything will have to be developed with the smallest sizes in mind.
I see how Cocoonjs can really help with framerate, I was just wondering what the boundaries are. I want to push the boundaries in my projects and get the most out of the graphics, out of production time and out of user experience, but I certainly don't want to drastically limit my audience. If anyone else has any more to comment on their experience with this I'd like to hear, such as how big of a picture they normally use without any real big problem (there are always problems!) In order to go there, got to know what those boundaries are.
It's kinda funny, my old phone gave it all it had to try to run it, and was doing it at about 1/10th speed, but my Samsung Galaxy Tab just said "Screw that dude, I'm not evening going there." and didn't even try to display anything even though it has 12 gigs of memory! (even though the entire program is like 300kb!)