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Well, regarding that small minority...

WebGL was enabled on Android on KitKat, and according to starts, that's 70,8% of installations (http://developer.android.com/about/dashboards/index.html)

WebGL was enabled on iOS on 8, and that's 93% of installations (https://developer.apple.com/support/app-store/)

I'd say most of mobile browsers can run WebGL, it's just that the experiences are not designed for mobile platforms (this Polygon Shredder, for instance, it does work on mobile, it's just too slow to be good, but I can probably make it work)

Other experiences like https://www.clicktorelease.com/code/cruciform/ or https://www.clicktorelease.com/code/xmas-virus/ are supported and do work as expected.

You're right that there's a lot of phones that are too underpowered to run WebGL experiences, but the browsers themselves do support it perfectly.



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