If something runs horribly in WebGL, it's likely fallen back to software rendering. Device driver versions are routinely blacklisted (and occasionally entire product SKUs), I think usually for security reasons.
A given device (such as what I'm typing this on) might have an Intel integrated GPU, a discrete GPU, and depending on the system configuration run the same content at 1fps, 30fps, or 120fps.
I'm currently doing multiplayer WebGL games, and compatibility is not a very fun aspect of it.
Weird, it runs at 15fps on my phone, and is not even one of the expensive ones (moto G6 play)
If something runs horribly in WebGL, it's likely fallen back to software rendering. Device driver versions are routinely blacklisted (and occasionally entire product SKUs), I think usually for security reasons.
A given device (such as what I'm typing this on) might have an Intel integrated GPU, a discrete GPU, and depending on the system configuration run the same content at 1fps, 30fps, or 120fps.
I'm currently doing multiplayer WebGL games, and compatibility is not a very fun aspect of it.
That is probably the main reason why WebGL has not taken off like Flash for Web games.
It is always hit and miss regarding hardware 3D acceleration.
Runs smoothly on iPad Air 3
Runs 40fps on my cheapass old samsung phone.
Your laptop sucks, man.