Earlier quoted context omitted.
> and because they are hack developers who do not understand how performance graphics work. Nothing "hack" about vector graphics, and nothing about graphics that necessitates "performance" above all else. We're not all making AAA games.
nothing about graphics that necessitates "performance" above all else. Brzzt, wrong. Computers are, at the end of the day, meant for crunching numbers. Graphics is perhaps one of the last pure workloads that is about crunching numbers--it's probably the best match of the advances of the last 20 years to a problem domain we could hope for. If your code cannot quickly do graphics, you have failed to competently make us…
Bzzt wrong. Nobody cares much about efficiency above a certain level. If they did we wouldn't be using your "efficient" canvas, where 30% of calls is JS overhead, but native code.
>Sure but we're also not all running MacBook Pros or GTX1080 cards on Xeons, now are we?
No, but we almost all are running multi-core PCs, laptops and phones that are perfectly capable to run SVG for most things people use it for.
Maybe not plots with 10.000 points, but then again those are just badly designed, the screen doesn't have 10.000 pixels horizontally or vertically to show them all at once anyway.