What exactly are the limitations that prevent this game from working in Firefox to the point where they need a "please download Chrome" banner? Just curious, I thought WebAssembly and WebGL were pretty competitive these days.
I completely agree - 99% of the time, I play (and test) the game on Firefox. It looks like it runs there even better than on Chromium. I've tried to tell the main developer that it 100% works, but the badge is still there; you can ignore it.
What device are you on? I have an issue which only happens on Firefox on Mac where WebRender is disabled by default, causing massive drops in FPS. I think it works fine on Windows though.
Chrome seems to have a more full-featured shim layer for handling older graphics drivers.
I have a netbook that Firefox won't even try to launch WebGL on. Chrome seems to run WebGL just fine, though shaders with more than about twelve instructions fall off a performance cliff.
(Add one multiplication operation over the limit, and performance decreases twentyfold. Keep the new line, but delete any other single line of code in the shader, and performance goes back to normal.)
I don't have the machine in front of me, but it's an eee PC with I believe an Intel n550 CPU and an Intel GMA 3150 graphics chipset. I saw this behavior under a recent version of Ubuntu, probably 19.10.
(The "fast" framerate was something like one frame very 1-2 seconds, which was acceptable for running an image filter. The slow framerate was one frame every 30-40 seconds, during which Chrome locked up completely.)
I imagine it's doing the SwiftShader fallback, and the JIT tends to have a few specializations for "quick" shaders. Would be curious what's going on, though.
So what is the issue in this game? I presume the banner is there for a reason. I see a lot of complaints about it and if it really was something easily fixed someone should make a PR.
This game appears to be written in JS. I've been working on a browser game recently myself and there is definitely some bottlenecks when it comes JS execution in Firefox, especially on Linux.
Not sure why you're getting downvoted since it's completely true. Making a cross-browser game is hard.
For regular apps it hardly matters but when you need to run complicated logic 60 times a second differences between browsers and even nuances in implementations between platforms (Windows vs Mac, desktop vs mobile) start to matter. And then we have all the rendering and sound caveats.