@iano author here, no stress tests in particular, but canvas tends to be very performant dealing with larger datasets. Though in my opinion you should think more along the lines of what is understandable for your users rather than how many pieces of data you can push into a charting library.
For example, showing >1000 data points on an 800px canvas isn't going to make much sense for your when a point is smaller than a pixel!
Chart.js doesn't make any assumptions on aggregating your data internally, but It would probably make more sense to preprocess into something more clear and manageable to visualise at a glance, then expand details in a separate visualisation upon interaction.
@zackshapiro Most directly, Chart.js uses HTML5 canvas elements, while D3.js uses SVG.
Chart.js focuses on providing a set of charts that you can customize out the wazoo, while with D3 you're getting a library of functions to simplify building and manipulating elements in an SVG (which just so happens to lend itself well to charting).
It'll be quicker out the box with Chart.js if you want to build a chart and likely remain that way; D3 really shines when you're looking to expand into more expressive/interactive/broader information visualizations.
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