I did some testing to see what triggers the janking on my laptop. My earlier result of 1280, the design resolution, being the cut off was probably just a fluke / caused by the slight loss of performance associated with rendering at higher resolutions, and it might have been influenced by my having developer tools running...
The jank seems to be only dependent on the number of pixels that need to be rendered each tick - lots of large area overlapping objects or large objects that move quickly seem to be the culprit.
It seems like my GPU can only handle a certain amount of pixel drawing work when drawing the canvas before frame drops start. Thus if I draw 2k moving large sprites the frame rate is poor, even though only 100 of them might be visible due to z order. Make the sprites small, so the overall pixel area they cover is reduced, and performance goes up - that seems to not be a function of the sprite original image resolution but just related to its draw size.
Not sure if this helps though because it just seems that there an upper limit to the number of pixels that can be smoothly drawn, a number that is different for each piece of hardware. If you allow nw window scaling then the player can at least select a window size that is playable on their machine, and perhaps the forthcoming jank fixes in chrome will also help.