I work on a large WebGL app, and we are trying to move fully to WebGL 2. This should be possible given the browser versions we support, but as it turns out, a not-insignificant fraction of users are using GPUs that appear not to support WebGL 2 (i.e., attempts to create a 'webgl2' context fail), despite their browsers being new enough.
A big offender here is the Intel HD Graphics 3000 from 2011. It looks like the ANGLE D3D9 backend is being used for this GPU, and searching around a bit suggests that it doesn't support D3D11, which appears to be required for WebGL 2 support.
Do we have any options here, or are there potential workarounds for these users?
Thanks,
Mike