Typed Arrays were designed by the WebGL standards committee, for performance reasons. Typically Javascript arrays are generic and can hold objects, other arrays and so on - and the elements are not necessarily sequential in memory, like they would be in C. WebGL requires buffers to be sequential in memory, because that's how the underlying C API expects them. If Typed Arrays are not used, passing an ordinary array to a WebGL function requires a lot of work: each element must be inspected, the type checked, and if it's the right thing (e.g. a float) then copy it out to a separate sequential C-like buffer, then pass that sequential buffer to the C API. Ouch - lots of work! For performance-sensitive WebGL applications this could cause a big drop in the framerate.

On the other hand, like you suggest in the question, Typed Arrays use a sequential C-like buffer already in their behind-the-scenes storage. When you write to a typed array, you are indeed assigning to a C-like array behind the scenes. For the purposes of WebGL, this means the buffer can be used directly by the corresponding C API.

Note your memory address calculation isn't quite enough: the browser must also bounds-check the array, to prevent out-of-range accesses. This has to happen with any kind of Javascript array, but in many cases clever Javascript engines can omit the check when it can prove the index value is already within bounds (such as looping from 0 to the length of the array). It also has to check the array index is really a number and not a string or something else! But it is in essence like you describe, using C-like addressing.

BUT... that's not all! In some cases clever Javascript engines can also deduce the type of ordinary Javascript arrays. In an engine like V8, if you make an ordinary Javascript array and only store floats in it, V8 may optimistically decide it's an array of floats and optimise the code it generates for that. The performance can then be equivalent to typed arrays. So typed arrays aren't actually necessary to reach maximum performance: just use arrays predictably (with every element the same type) and some engines can optimise for that as well.

So why do typed arrays still need to exist?

Optimisations like deducing the type of arrays is really complicated. If V8 deduces an ordinary array has only floats in it, then you store an object in an element, it has to de-optimise and regenerate code that makes the array generic again. It's quite an achievement that all this works transparently. Typed Arrays are much simpler: they're guaranteed to be one type, and you just can't store other things like objects in them.

Optimisations are never guaranteed to happen; you may store only floats in an ordinary array, but the engine may decide for various reasons not to optimise it.

The fact they're much simpler means other less-sophisticated javascript engines can easily implement them. They don't need all the advanced deoptimisation support.

Even with really advanced engines, proving optimisations can be used is extremely difficult and can sometimes be impossible. A typed array significantly simplifies the level of proof the engine needs to be able to optimise around it. A value returned from a typed array is certainly of a certain type, and engines can optimise for the result being that type. A value returned from an ordinary array could in theory have any type, and the engine may not be able to prove it will always have the same type result, and therefore generates less efficient code. Therefore code around a typed array is more easily optimised.

Typed arrays remove the opportunity to make a mistake. You just can't accidentally store an object and suddenly get far worse performance.

So, in short, ordinary arrays can in theory be equally fast as typed arrays. But typed arrays make it much easier to reach peak performance.