WebGL is an implementation layer for creating your own content delivery system in the same way that OpenGL is for desktop apps. OpenGL's approach has worked in practice for over 20 years.
WebGL has done a good job of maintaining parity with iPads. As in, you can expect top-of-the-line iPad games to run at parity on decent PCs with decent WebGL implementations.
The WebGL standard is supported in all major browsers, including Internet Explorer, Safari on iOS, and Chrome and Firefox on Android.
Only a few selected mobile devices are able to run WebGL. Those that do, have a tendency to drain the battery quite fast.
http://caniuse.com/webgl
WebGL is a presentation of OpenGL through the browser, so we
leverage an existing skill set with an existing API. This
is dramatically different from the case with VRML.I, and a few others, use it for leading edge instructional design. http://www.vizitsolutions.com/portfolio/gausslaw/
Most users stick to their system browsers.
Chrome still hides WebGL behind flags in devices that don't have any problem doing OpenGL ES 3.0.
> i0S 8 comes into the fold support will be pretty widespread.
In countries where the average income is above 400€.