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by strken 2073 days ago
The point is that if shadowBlur performed poorly in Chrome, people would either find a way to circumvent it, or wouldn't use it. Chrome gets a free pass for its failings, while Firefox attracts "Chrome Preferred" banners, and this is based on market share rather than software quality.
2 comments

For many aspects of web development you're absolutely right, but don't forget that this is a demo. It's a showcase of talent rather than an attempt to write something accessible in every browser.

People have shown demos at parties that require a specific graphics card and a specific build of a driver in the past; something that requires a specific class of browser engine is probably OK.

> or wouldn't use it

I'm dealing with a similar issue in Firefox (https://bugzilla.mozilla.org/show_bug.cgi?id=925025) and there's simply no way to do what I want without using a blur filter. So yes, if it didn't work in Chrome my game wouldn't exist but not sure how that is of any comfort to anyone.

That sucks! From my knowledge of browser-based games, though, I think a lot of people are using webgl, where the solution would be to write a blur shader. If your game was written in a world where Firefox had 90% market share, you'd be more likely to go straight for webgl.