The first few days of November stats are in (Saturday, Sunday and Monday). It's looking very good overall, with webgl support standing at 80.4%.
Congratulations to the Microsoft IE team, WebGL support on desktops is up 8% from last month to 80% this month, (at least with the limited demographic I see). This beats Firefox down 5% from last month to 76% this month.
OSX Safari which has been a troublesome spot for WebGL is also making good progress, up 16% from last month to 30% this month.
Chrome has fixed their blacklist issue and is in the process of recovering previously lost WebGL support level and with 92% this month they're standing near their average support level again.
Several extensions have seen implementations come online such as:
EXT_shader_texture_lod: Chrome and Opera on desktops, not supported by IE and firefox
EXT_frag_depth: Chrome, Firefox and Opera on desktops, not supported by IE and Safari
EXT_blend_minmax: Chrome, Firefox and Opera on desktops, not supported by IE and Safari
Some points of concern:
Browser fragmentation on Android is an issue with many of the custom browsers rarely updating their engine, and replacement of the built-in android browser with chrome mobile is slow.
Neither Safari nor Firefox implement WEBGL_debug_renderer_info. It's commendable that IE and Chrome do implement it, thank you guys!
EXT_disjoint_timer_query isn't implemented so far. This would be a useful tool among other things, to improve the conformance tests.
IE mobile and Android browser (built in) doesn't implement OES_standard_derivatives (nearly universally implemented by any other platform).
I've also added recording of WebGL2 and its parameters to http://webglstats.com/ . I'm looking forward to integrate this data on the site once implementations come online, and explore the ranges of the 26 new parameters that'll come with WebGL 2.0.