GPU Accelerated JavaScript
<i>Graceful pure JavaScript fallback when GPU is not available.</i><p>This is a bad thing, not a happy thing to be advertised. Software fallback was of the most frustrating parts of working with OpenGL circa 2010.<p>If you're making a hardware accelerated library, stop trying to make it "gracefully" fail. Just fail! That way people can address the root problem.<p>On the other hand, as long as the library is sufficiently noisy about the fact that it's in CPU mode, it seems fine. I just hope they don't follow OpenGL's design decisions.<p>It's surprisingly hard to figure out the answer from the README: <a href="https://github.com/gpujs/gpu.js/#readme" rel="nofollow">https://github.com/gpujs/gpu.js/#readme</a> There's a "How to check what's supported" section, but it's also "mostly for unit tests."