WebGL is up to 20x faster at per-sprite rendering on some systems, and in real-world examples can double the framerate. I can't remember ever testing a system that measured slower in WebGL mode than canvas2d, and I've tested a lot of devices! Normally the only reasons it could be slower are large, constantly changing text objects (which are slower in WebGL mode than canvas2d), or the extra work of running shaders. However there may be other reasons it appears slower. The graphics control panel tools that some graphics chips ship with (e.g. nVidia control panel) have the ability to override the rendering settings that applications choose. For example Construct 2 asks for a WebGL context with antialiasing disabled, but if you've modified the settings (or if the control panel has really stupid defaults) it might force it enabled, and for some reason not apply that setting to the canvas2d context. Antialiasing on a low end chip will completely murder performance, and then you end up with it looking like WebGL is a lot slower than canvas2d. So I'd double check all those settings.