Needs benchmarks to be able to make any decisions.
Needs benchmarks to be able to make any decisions.
Ejecta uses OpenGL ES 2 for Canvas, not Core Graphics.
The default demo that comes with Ejecta[1] runs with 60fps on the iPhone4S. Just try it in Mobile Safari. Even Desktop Browsers struggle with this. Of course it's a contrived benchmark, but it still makes a point, I think :)
There are also a lot of other reason to use Ejecta. If you _want_ to distribute your App in the AppStore, the alternative is to use a WebView framework such as PhoneGap, which can't use JIT either. That said, the raw JavaScript performance is rarely the bottleneck for games - most of the time, drawing is.
Company 100, Inc. maintains a patch to WebKit that use OpenGL to implement canvas. It is not yet merged, but I have tried it and it is significantly faster than stock WebKit for game scenario. So I have no trouble believing Ejecta is faster.
If you're doing WebGL stuff, I would encourage you to get the current Ejecta dev version from Github, instead of the last release version. There have been a lot of WebGL related bugfixes since: https://github.com/phoboslab/Ejecta