I don't dispute that Javascript will be capable of it, or that there aren't ways of working around its limitations for modest scenes now. But I find it curious that you describe the problem as a matter of threading, as though throwing more cores at it is an appropriate solution.
Settings aside VR for a moment; the simple scene I described from cannon.js ought to be capable of being rendered in real-time, in software, at a smooth framerate on the machine I use. I believe this because I have decades-old software that can do this on that same hardware.
Shuffling the issue from improving Javascript's baseline performance to spreading the concern across multiple cores may improve the perceived experience for the user, but it comes at the expense of Watts and the overall amount of work that the computer is able to concurrently perform.
It's why in order to conserve power on my laptops I avoid launching the browser. The software trades battery life in exchange for overcoming baseline performance issues.
Settings aside VR for a moment; the simple scene I described from cannon.js ought to be capable of being rendered in real-time, in software, at a smooth framerate on the machine I use. I believe this because I have decades-old software that can do this on that same hardware.
Shuffling the issue from improving Javascript's baseline performance to spreading the concern across multiple cores may improve the perceived experience for the user, but it comes at the expense of Watts and the overall amount of work that the computer is able to concurrently perform.
It's why in order to conserve power on my laptops I avoid launching the browser. The software trades battery life in exchange for overcoming baseline performance issues.