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On Android, around 60% of devices support OpenGL ES 3.0 (https://developer.android.com/about/dashboards/index.html#Op...). I assume they will all support WebGL 2 too.


It depends on Google.

They tend to black list GPUs due to graphic issues and we all know how often those drivers get updated.

With native code you get to work around driver bugs.

With WebGL you need to guide your users how to manually white list the GPU and still don't have control all it is given to the driver, meaning it can still fail.




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