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Re: [Public WebGL] Re: retrograde webgl support levels



Thanks Florian for continuing to analyze and publish these statistics. When mistakes happen like Chrome's accidental blacklisting of certain older hardware, it's very helpful to both see the effect of the bug as well as the fix.

-Ken


On Tue, Nov 4, 2014 at 12:56 AM, Florian Bösch <pyalot@gmail.com> wrote:
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.