All my mobile devices have OpenGL ES 3.x running intensive native games without issues.
Yet for mobile browsers I have to specifically enable the WebGL 2 support.
No user without technical skills is ever going to deep dive in the browser flags to enable WebGL content on computers that don't have any issue playing 3D games.
I'm not familiar with their product, but a web app would certainly introduce more developer time spent on keeping cross-compatibility with older browsers while a Java/native app is practically WYSIWYG.
-- We achieve magnitudes higher visual scale via GPU client/cloud computing... while running in a browser
-- We intersect with some of Palantir's customers (though we're more fortune 2000 sec/fraud/etc.), and are deploying fine. WebGL is ~5 years old.
This may also be a good point to note.. The Graphistry team is ~doubling! If scaling visual analytics for cybersecurity, anti-fraud, etc., sounds worthwhile, please send your CV/LinkedIn/Github to [email protected] !
I think this was done a few years ago, but it still amazes me.
http://www.meshlabjs.net/