This vis is rendering ~11 million vertices which is quite a bit for any GPU to render. There are some optimizations that could be made — chunking, frustum culling, LOD, depth testing, etc — but probably not trivially. It would change the look & feel of the demo (things "popping" in and out or lack of overlapping buildings, etc) and probably take a significant effort to code.
You can see Taylor's code here, though: https://twitter.com/taylorbaldwin
The app is vertex bound since the geometry has 11 million vertices, which is not trivial for any GPU to render.
Generally my point is: graphics programming isn't always trivial, and it takes time/practice to debug and optimize a WebGL scene with millions of vertices. Comparing this WebGL side project to a full-blown city-scape game engine is apples and oranges.
If you want a random example of a well-optimized demo that uses WebGL for rendering, try the demo at https://www.funkykarts.rocks/demo.html and see how well that performs.