The console log messages don't indicate a crash, just that it's slow.
Coming up with good tests is difficult, I'd advise just replacing sprite with SVG Picture in one of the official tests, which is what I did with the quad issue performance test to measure a ~6x improvement. That test is focused on the drawing performance - the bounding box test is mainly about recomputing rotated boxes, which works the same regardless of the object, so will obscure the real results.
i realized it wasnt tilt, it was playing at 1fps, i think the cause is that i pushed to the left and the fps drop made all objects to get inside the solid object (the black wall) since they were bound to layout and the wall was at the border, so they never came out of it and stuck at 1fps.
i tryed to measure response and reaction, i mean how long takes the objects to recive the signal, since i had previously problems with joystick-game lag,
and reaction to actions, to discover the problems, like when objects collide for example, like in this case the svg objects tends to jump walls or get inside unwanted things, making that kind of fps killing bug.
I think what i did in this is a general gaming benchmark: Controler, Movement, Collisions and Drawing, and their CPU and GPU demand (usefull to find minimal platform requeriments)
the last test makes me question, is there a way to delegate some cpu work to the gpu? gpu is not getting close to 10% in the worst scenario (even in a smaller gpu, like a bluberry pi 3, i never saw use of its power) svg should be using more or less of it but it is not different to a sprite.