You're helping to make it better, thanks! See the about page how to participate. The following sites have embedded the tracker.
The statistics on this page are shown per visitor. A few numbers to put the statistics in perspective.
This is an extension to WebGL. You can obtain it with:
Different devices have different numbers of texture units available, you should make sure to know the limits. Not all devices have the capacity to lookup textures in the vertex shader, watch out for that.
Not all devices support the same maximum texture size. The value refers to the max width or height. You might not be able to actually instanciate a desired texture due to vram limitations
This value specifies the amount of generic 4-component vertex attributes you can use.
This value specifies the maximum amount of 4-component float varyings used to pass values from the vertex shader to the fragment shader.
This value specifies the maximum amount of 4-component float uniforms for vertex shaders.
This value specifies the maximum amount of 4-component float uniforms for fragment shaders.
Browsers are starting to introduce fullscreen capability, this value is how many people have it enabled.
For games like first person shooters it is often useful to capture the mouse input and hide the pointer. Browsers have started to offer that capability.
With a focus on gaming, browsers have started to implement APIs that allow a site to interact with gamepads.
In order to avoid eating CPU/GPU time when the tab is in the background etc, an API to only get called for drawing when site is visible has been added.
The Anisotropic filtering Extension improves the texturing in situations where surfaces are viewed from oblique angles.
The Depth texture extension makes it easier to output depth and color at the same time. It may also improve the quality of the depth sampling.
The S3TC Texture Extension helps reducing the size of textures in video card ram, and it may improve texture sampling speed.