Quick answer: Provide lower graphics settings, request high-performance GPU via context hints, reduce overdraw and resolution, and detect weak GPUs to scale quality.
A web game slow on integrated graphics is assuming GPU power it lacks. Scaling quality fixes it. Here is how.
How to fix it
1. Request the high-performance GPU
Pass the powerPreference high-performance hint when creating the WebGL context, so on laptops with both GPUs the browser is more likely to use the discrete one rather than the weak integrated GPU.
2. Provide lower settings
Offer lower graphics settings (resolution, effects, render scale) so weak integrated GPUs can run the game. Assuming every device has a capable GPU makes the game unplayable on common integrated graphics.
3. Detect and scale quality
Detect a weak GPU (by renderer string or a quick benchmark) and default to lower quality, scaling resolution and effects down. This keeps the game smooth on integrated graphics without the player having to configure it.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every HTML5 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.