Well, regarding that small minority...<p>WebGL was enabled on Android on KitKat, and according to starts, that&#x27;s 70,8% of installations (<a href="http:&#x2F;&#x2F;developer.android.com&#x2F;about&#x2F;dashboards&#x2F;index.html" rel="nofollow">http:&#x2F;&#x2F;developer.android.com&#x2F;about&#x2F;dashboards&#x2F;index.html</a>)<p>WebGL was enabled on iOS on 8, and that&#x27;s 93% of installations (<a href="https:&#x2F;&#x2F;developer.apple.com&#x2F;support&#x2F;app-store&#x2F;" rel="nofollow">https:&#x2F;&#x2F;developer.apple.com&#x2F;support&#x2F;app-store&#x2F;</a>)<p>I&#x27;d say most of mobile browsers can run WebGL, it&#x27;s just that the experiences are not designed for mobile platforms (this Polygon Shredder, for instance, it does work on mobile, it&#x27;s just too slow to be good, but I can probably make it work)<p>Other experiences like <a href="https:&#x2F;&#x2F;www.clicktorelease.com&#x2F;code&#x2F;cruciform&#x2F;" rel="nofollow">https:&#x2F;&#x2F;www.clicktorelease.com&#x2F;code&#x2F;cruciform&#x2F;</a> or <a href="https:&#x2F;&#x2F;www.clicktorelease.com&#x2F;code&#x2F;xmas-virus&#x2F;" rel="nofollow">https:&#x2F;&#x2F;www.clicktorelease.com&#x2F;code&#x2F;xmas-virus&#x2F;</a> are supported and do work as expected.<p>You&#x27;re right that there&#x27;s a lot of phones that are too underpowered to run WebGL experiences, but the browsers themselves do support it perfectly.