In general the whole argument that "due to <some random issue> you should drop everything and build native engines!" is ridiculous. Why not just fix the issue? Native engines come with their own whole pile of issues, many of which are worse than the issue being raised, so this is just completely off the cards. If we actually did that, I think it could easily be such a big disaster as to risk ruining the company. I guess people are still going to tell us we should do it though.
Jank has been an issue from the beginning, not a random issue. There's probably many issues that are not related to HTML5, but there's legitimate ones also. Don't see people saying "you should drop everything"
I asked before how many work years it would require to have a native exporter as I'm willing to shoulder the financial risk associated. It could be cheaper to have an extra hand working on that than to see multiple indie games being ported to other platforms due to issues that cannot be fixed in time for a game's release. (because the issues rely on vendors beside yourself.)
I'd even consider paying you to make C2 open source.
BTW someone started another thread about v-sync accuracy worrying that it was locked to 16ms and thinking something was wrong - but actually it was v-syncing so accurately the number didn't change. Hardly sounds like a problem
You were mistaken, the problem is that there's spikes to 32ms, please try to see where people are coming from. It's clearly stated in the thread.
Also you commented before that dropping frames is normal(it is not if the project is doing hardly anything) (in which case you shouldn't vsync anyway), so you demonstrably know about the issue.
Also please answer the questions clearly marked before.
There are solution-focused ways of dealing with this.