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There are two sides to this:

Flash was performant in the sense that it allowed you to run decent graphical games at an acceptable framerate.

Flash was unperformant in the sense that it stole all of your computer resources to do it, and didn't play well with other elements on the page that needed those resources.

But GP is right that when canvas started getting pushed as an alternative to Flash, you just couldn't do as much with it. I remember seeing people online talk about how Flash could finally die, and then I'd load up the demo projects that they linked to, and they'd chug at 15 fps on my computer -- a computer that was more than capable of running a 30-60fps bullet hell flash game.

You have to remember that the game developer community's experience with Flash was, "you go to a page, full-screen my thing, and then play it." They weren't worried about how Flash interacted with the rest of the web, they just wanted good framerates and audio controls. The web developer community's experience with Flash was, "you go to my page, and suddenly everything slows down because Greg in marketing wanted to make a funny ball bounce around the side bar." They didn't care about whether canvas was hitting 60fps with hundreds of sprites, they just didn't want their webpages to freeze.




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