Have you used a particle system lib?
The native MacOSX is slow also on AMD GPU, but WebGL works fine on Chrome, also faster (but it not works on Safari)
No, I have developed my personal particle system engine.
Both, as static with only ONE attribute for vertex (4 float: either pos and color), as dynamic with GL TransformFeedback with only TWO attribute for vertex (8 float: pos, color, vel and time)... Yes, Safari have WebGL2 instruction set, but still uses Shading Language Version: ES 1.0, as WebGL 1, and not ES 3.0 as WebGL2 would like...
So Safari is not "full" WebGL2 compliant... And yes, the native code for MacOSX is slower: Apple have deprecated OpenGL, so drivers are not optimized for it, and version is stopped to 4.1
I already answered to similar question on YouTube
I copy it also here:
This is a real time LIVE capture from glChAoS.P execution: no post processing...
glChAoS.P / wglChAoS.P is a real time 3D strange attractors GPU explorer:
https://www.michelemorrone.eu/glchaosp/
(click on COMET button, and from wglChAoS.P program use "CockPit" and "Settings" buttons, in the "Attractors Window", to select view and emitter settings)
You need a browser that support WebGL2 and WebAssembly: currentlu only FireFox and Chromium based (Chrome, Opera, Vivaldi...)
It works also on Android SmartPhone and Tablets with a discreet/good GPU
About program:
I developed glChAoS.P in C++ and OpenGL, and with Emscripten I ported it (wglChAoS.P) also online, via browsers that supports WebGL and WebAssembly
If you are interested in this you can consult github souce code webpage:
https://github.com/BrutPitt/glChAoS.P
About capture:
I simply used Linux "SimpleScreenRecorder" in LIVE recording.