Does using a font-atlas really deliver the same quality as fully hinted true-type fonts? Also, this demo doesn&#x27;t really have any state changes in it. Wouldn&#x27;t a more realistic example be of a UI that contains mainly different font weights and sizes, to better gauge the effects of all of the pipeline state changes.<p>I agree that the browser should be more like a game engine, and less like an X11 buffered window system, in terms of just rasterizing faster enough to render 60fps. But it seems like to me that the CSS spec contains a number of features (rounded corners, soft shadows, etc) that by themselves can be rendered fast on a GPU, but cobbled together in a complex scene graph might result in stalls.