Hi, just to try and understand this more, you are opening a new url, that has a different html+cocos game instance correct? Did you use ‘toolbar=0,location=0,menubar=0’?
I did some tests here locally, loading some phaser 2 examples, from their site, opening them in 4 different windows, nothing special, just to see what that was like. And frankly the results are similar, like 90->70% on i3.
I’m thinking each browser instance will simply each too much cpu and ram, and that’s that.
If I open regular web pages on them it’s a different story though, so that leaves room for thought.
If the example you shared works(the pictures), my guess is they have a very basic update cycle, minimizing what is done per ticks, maybe the engine uses pure canvas(no webgl)?, maybe who knows…
For instance, lets say the game is always waiting for the server, and instructions per say will only come from the server. Maybe that is a way to reduce what is being done in each instance, you’ll have to try different things.
If nothing works you can try other engines, maybe it is a performance issue with cocos, but I would also consider a redesign, maybe building an interface that doesn’t require multiple windows and gives the same benefits.
I’ll be keeping an eye on this post, I’m curious on how this turns out.