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Perhaps what we really should be thinking is that 90% of applications can, in theory, be made using either web standards, native or a mix of both.

Unfortunately lots of websites and web apps are not very well developed. They serve bloated HTML that hasn't been minified, let alone compressed. The page is unresponsive or blank until a dozen JavaScript files have been loaded. Hardly anything is cached. jQuery is loaded to do select a single element and animate it when CSS would have done.

Most well written, architectured and developed web[site|app]s will not be too different in UX for end users than a native app. Sure, you can't write a great 60 fps first person shooter game for the web, but there's nothing saying you shouldn't be able to create an RSS reader or photo sharing app or social network or anything else with either the web or native.



> Sure, you can't write a great 60 fps first person shooter game for the web

you can, you know WebGL is hardware accelerated and there is Asm.js - even the Unreal game engine runs in Firefox and Chrome.


I doubt you'd get a very good, highly detailed game running at 60fps with WebGL and asm.js today. Nothing comparable to what you'd get running well on a console. Maybe in another couple of years, but not today, and by then we might have non-web platforms doing 4K 60fps with ease.

But a lot of games do run quite well using WebGL. Just not the jaw-droppingly realistic ones.


Both drive my desktop PC fan to full speed, let alone what they do to my mobiles when the sites manage to render, if at all.




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