What are the limitations of WebGL and Canvas for html5?-Collection of common programming errors

If I wanted to make a simulated boids experiment in either of the technologies, what limitations would I be under.

For example I have a boids simulation working in canvas with 100,000 particles but I am unable to work with a million as the browser crashes. This may be possible in WebGL with hardware acceleration.

So what limitations do these 2 technologies have with complex scenes?

  1. The limitations of the graphics card apply to WebGL as well of course, there is little a browser can do to compensate those. For example, I noticed that WebGL samples with the texture size 4000×4000 don’t work with my (on-board) graphics chip. Animating a large number of objects will likely overburden low-end graphics cards as well.