I have compared CocoonJS Vs Crosswalk XDK in 3 games. None have physics, text objects or much collision checking.
Device: Sony Xperia S with GPU, Android 4.1.2,
1) Learn and Spell English Words
play.google.com/store/apps/details
Loading Time: 25 secs CJS, 13 secs XDK
Size: 16MB CJS, 27MB XDK
Idle Menu: 53FPS CJS, 39FPS XDK
Swiping levels menu (constant swiping with a lot of transparencies): 46FPS CJS, 36FPS XDK
Gameplay (lots of transparencies): 50FPS CJS, 39FPS XDK
2) Verb War
Loading Time: 25 secs CJS, 10 secs XDK
Size: 9MB CJS, 21MB XDK
Idle Menu: 55FPS CJS, *58FPS XDK
Swiping levels menu (constant swiping): 52FPS CJS, *55FPS XDK
Gameplay (Lots of moving sprite fonts): 50FPS CJS, 46FPS XDK
3) Match-Up Learn English Words
play.google.com/store/apps/details
Loading Time: 29 secs CJS, 14 secs XDK
Size: 17MB CJS, 28MB XDK
Idle Menu: 30FPS CJS, *58FPS XDK
Swiping levels menu (constant swiping with some transparancies): 30FPS CJS, 31FPS XDK
Gameplay (scaling when turning cards): 31FPS CJS, *45FPS XDK
As already mentioned the audio is very quiet using the XDK, the orientation doesn't lock and the Android bar shows, which I'm sure will be resolved.
Upscaling is good and crisp using both CJS and the XDK. All 3 games were designed at 800px but have been scaled up to to 1280 in my Xperia. This compares well to the standard (Appmobi style) Android export which is blurry.
Overall the frame rates are higher using CocoonJS in 2 of our 3 games. My frame rates are all averages from several minutes of testing and observing rather than a system measured average, but I'm confident that they are fairly accurate.
Interestingly the XDK only seems to win where there are no transparencies or sprite fonts (which include transparencies in our games), which leads me to believe CJS handles transparencies better than the XDK, but I'd like to test further.
The CPU usage is always much higher using CJS.