We should build everything using a AAA FPS engine loop now that we can. The amount of shit that happens in one rendered frame of overwatch is wild. And then we go and do like 200 of those per second.
You actually would have been better off replacing your SVG animation with a game loop! Assuming you're using Lottie you can easily swap it to render into a `<canvas>` which doesn't have any of that overhead and uses `requestAnimationFrame` which automatically gets throttled in inactive tabs.
You can try rendering a 2D rectangle as 2 quads in whatever GPU API you like the most, then try pushing the same amount of pixels to a CPU buffer via the widest CPU memory write instructions you can have (and then wait the GPU-accelerated compositor upload them to the GPU anyways to present them...).
I can tell you for a fact one will be 2 orders of magnitude faster, want to make bet which one?
Using a GPU api does not imply you have to render at the screen's refresh rate, or even that you have to update the entire window.
This never stopped the Electron devs until now, I honestly can't see why they'd start to get any better now that the slop machine lets them be even lazier.