As a simplified rule of thumb:
- SVG scales mutually with the number of objects to draw
- The canvas is scaled mutually with resolution.
So, 10,138 objects that will be stored in memory using SVG will slow down (although I canโt say what the hard limits are). If you fall into this range of objects, I believe that canvas and WebGL can provide better performance. Most modern browsers already support hardware accelerated canvas rendering.
However, user interaction is more related to Canvas than to SVG.
You can also try mixing them (see here for more details).
Here are some useful resources:
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