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If anything, it proves why it will never replace native APIs on mobile devices, it killed Chrome on my S6 tablet.





What “real games” on mobile devices are you thinking of? I assumed when you said real games you meant desktop games only hardcore gamers play.

So why does one game crashing on a tablet prove anything?

I think you’re right about browsers not providing enough graphics debugging tools… at least half the entire problem is browsers. They also don’t provide storage APIs that can deal with game assets, nor robust APIs for audio & controllers & peripherals. For better or worse, the current set of anti-cheat software for competitive games can’t run in the browser. The other half of the problem is distribution and ecosystem.

To a first approximation, around ~0% of the problem is WebGL, at least for mobile games, casual games, and most non-AAA games. The graphics is the one thing that’s more or less there and good enough, it’s everything else that’s missing.


I don't know, maybe something from Activision, Blizzard, EA, Tecent, RockStar,...

It proves how fragile the whole process is after a decade.


It proves there’s a bug in one indie web game, and nothing more. It proves nothing about the process or the ecosystem or what can happen in the future with APIs.

> Even with WebGL 2.0, there is nothing at the level of iOS and Android OpenGL ES 3.x games, after a decade.

The main thing it seems you’re confused about is that ES3 and WebGL2 are very similar, WebGL2 was designed to be compatible with ES3. Why do you believe that ES3 is far superior, and what features, exactly, do you believe ES3 has that WebGL2 doesn’t?




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