I want to show what can be done in webgraphics. This is the state of the art until WebGPU is standardised everyehere (WebGL3 wont happen). I'm interested in this (and I use Mojo2 quiet alot) so I felt maybe i can give you my two cents.
It will allow you easily 20k sprites at 60fps .. (my 2015 mac begin struggle around 40k thats where it starts goes down. Mojo2 would be able to do pretty much the same if it were not for some details that changes the numbers.
Because sayint that something uses GPU/hardware is not that specifica you need to tell *how* you use it, you can use it indirectly more directly using VBO, shaders, etc. Not everyone that uses hardware GPU use it as good as you could see in that video, There are subitileties that makes a big difference.
I'm sure you will feel this give you one of the best expeirnces that you ever had on a browser. I can get amazingly close on Android browsers using mojo2. Not quiet but that is because of those subtileis, it can make a big difference.
Unreal engine, and
LibGDX is my top favorite ways of doing grahics right now.
Mojo2 comes close shared 2nd place and I love to use it.
As I simple webdeveloper i code canvas directly (which is indeed GPU since 2012) i just has no shaders, which makes you turn to webgl perhaps for things like shaders and that extra speed (there is some extra speed that you will get and mojo2 is very good at getting it)
I digress you might not be interested in web technology but it atually shows native power today to the degree that it can
easily outshine native app if the native app is done badly.