Almost no one ships this on the web, for a reason.
The usual way to draw a particle in a browser is a tiny textured square, one per point. At a few thousand it is fine. At hundreds of thousands it falls apart: the same pixels get painted over and over, the card burns its entire budget on the overlap, and the field smears into mush. That ceiling is why most agency particle work tops out as a soft background, never a sharp, readable mark.
We do not draw it that way. The wordmark stays crisp and legible at a scale where the ordinary approach would have collapsed into noise, and it holds that frame rate while the physics keeps running underneath it.
The method behind this lives in graphics research papers and a handful of game engines. On a shipped commercial website it is effectively nonexistent. We went looking. That gap is the entire reason the work was worth doing.