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WebGL is great for most use cases, and generally pretty comparable to OpenGL in terms of performance.

This vis is rendering ~11 million vertices which is quite a bit for any GPU to render. There are some optimizations that could be made — chunking, frustum culling, LOD, depth testing, etc — but probably not trivially. It would change the look & feel of the demo (things "popping" in and out or lack of overlapping buildings, etc) and probably take a significant effort to code.

You can see Taylor's code here, though: https://twitter.com/taylorbaldwin



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