According to webglstats.com, WebGL is at 97% and WebGL2 is at 39%.
Unfortunately neither Safari or Edge support WebGL2 by default yet.
Unfortunately neither Safari or Edge support WebGL2 by default yet.
It might be supported, but fast is it not.
My Asus, LG, Nokia and Samsung devices don't have any hiccups with OpenGL ES 3.x games, however most WebGL demos are janky on them.
AFAIK Three.js is still missing standard optimizations that are taken for granted in a "real" engine, like batching and occlusion culling, and some optimizations it does support are scarcely used due to poor tooling. Pre-baked lighting and compressed textures are technically supported but there's no easy workflow to pre-generate the necessary data.