I really appreciate your feedback!
I tried pretty hard to increase the rendering efficiency on consumer GPUs. The biggest issue is that the main view is actually a 96x96x96 grid of "pixels" (or voxels). This makes scaling brutal: going up to 128x128x128 we'd double the total amount of pixels, to around as much as 1920x1080 resolution. Doubling the grid res to 256 would get us 16M voxels, which is about the same as two 4K displays. On top of that simple 4D object meshes scale much worse in terms of tetras than 3D objects do.
A quick solution could be to give the user a few resolution options, so they can bravely test the limits of their hardware.
So I've just modified the engine to allow you to specify a custom resolution in the URL:
https://dugas.ch/hyperhell/levels/the_bargain.html?vox_resol...
(Higher resolutions might break rendering entirely if the accel structure doesn't fit in allowed memory anymore. I was able to push it to 160x160x160 on my machines)
I'll also try to think of other ways to make the rendering more efficient, maybe a BVH instead of my simpler grid-based acceleration structure? My background is not in computer graphics, so others here might have better ideas.