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Once you get the data and the shaders over to the GPU, its going to draw at pretty much full speed. That said, penalties for running on the web include:

Even a well-written JS app on a great JIT is going to have trouble keeping up with an equivalently well-written native app that has access to SIMD, cache-aware memory layouts, prefetching and other native features. My CPU can do 200 million matrix x vector multiplies per second using SSE3. In Firefox4 JS it can do 20 million. Impressive, but not equivalent.

On Windows, you are probably running GL on top of a D3D translation layer. That adds overhead to an API that you sometimes want to call into 60,000+ times per second. The GLSL to HLSL shader translation step is a big pain during load times. I'm not sure how much of a run-time penalty it causes.

Web GLSL is somewhere between HLSL Shader Model 2 and 3 from 2003. The latest desktop GPUs run Shader Model 5 which has many sophisticated features and performance opportunities. However, many of those are a bit too sophisticated for casual 3D programmers. Hopefully WebOpenCL will come eventually and shrink that feature gap.




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