I have a WebGL application that I am developing and I have run up against some pretty serious performance concerns with Retina Display Macbook Pros. I am testing on a 15 inch M
I had the same problem. The renderer option that helped was renderer.setPixelRatio (1);
Fps went from 40 to 60 on the Macbook Pro. Three js R86
Just want to give an update to all those who followed this post some closure. I was able to get my application running above 45 FPS by simply setting the canvas option "antialias: false". This gave a huge performance gain on high density displays, and isn't necessary since high density displays provide a large amount of built-in antialiasing. Hope this helps someone else in the future.
Some things are not hardware accelerated in Chrome on Mac OSx.
Take a look at this URL:
chrome://gpu/
If you find something that is disabled, you can potentially adjust it using:
chrome://flags/
The downside, is that if you find something that works, it isn't exactly deployable. It may give you insights into where your bottleneck is though.
(here is the full list of urls that get you to hidden and special places in chrome: chrome://chrome-urls/
)