But, you can learn a lot doing dumb stuff. I learnt a lot about compression.
If you go to google chrome and throttle the site to 3G it will still run fine.
Rendering on the server like this will be faster for low end devices than rendering on the client (as the client doesn't have to run or simulate the game). It just gets raw HTML it has to render.
Effectively, the bulk of the work on the client will be done by the browser native rendering code and native compression code.
The other thing that might not be obvious. Is #brotli compression is not set to 11, it's set to 5 so similar CPU cost to gzip. But, the compression advantage comes from compressing the SSE stream. Tuning the shared window size cost memory on client and server but gives you a compression ratio of 150-250:1 (vs 30:1), at the cost of 263kb on both server on client (for context gzip has a fixed window of 32kb). This not only saves bandwidth and make the game run smoothly on 3G it also massively reduces CPU cost on both client and server. So it can run on lower end devices than a client heavy browser app.
So server driven web apps are better for low end devices. The same way you can watch YouTube on a low end phone but not play some games.