Quick answer: Test on major browsers since WebGL behaves differently across them, include Safari which is often the odd one out, prioritize what your players use, and let field error data cover the long tail.
WebGL is one of the most browser-sensitive technologies you can ship, the same game can run perfectly in one browser and break in another. Testing across browsers is essential. Here are practical tips for testing a WebGL game across browsers.
Test on the Major Browsers
WebGL implementations differ across browsers, so a game that works in Chrome can have rendering glitches, performance problems, or crashes in another browser. So test on the major browsers, Chrome, Firefox, Safari, Edge, since each can behave differently and you can't assume one passing means all do.
Bugnet captures errors with browser context from the field, so cross-browser issues are identifiable. Testing on the major browsers is the baseline for WebGL because the same code genuinely behaves differently across them, making single-browser testing a false signal of compatibility.
Include Safari, the Frequent Odd One Out
Safari is often the browser where WebGL games have the most trouble, its implementation and behavior differ enough that a game fine elsewhere breaks there. So make a point of testing Safari specifically, including on iOS, since it's the most common source of WebGL compatibility surprises.
Bugnet's browser context reveals when crashes concentrate in Safari specifically. Paying special attention to Safari is worth it because it's disproportionately the browser where WebGL compatibility problems appear, so it's where cross-browser testing most often catches real issues.
Prioritize Real Usage and Let Field Data Cover the Tail
You can't test every browser and version, so prioritize the browsers your players actually use, and let field error data cover the long tail you can't reach. Capturing errors with browser context means the browser-version combinations you didn't test still report their problems after launch.
Bugnet captures errors with browser and version context from real users, covering the tail automatically. So test a WebGL game across browsers by covering the majors, paying special attention to Safari, prioritizing real usage, and letting field data cover the rest, handling WebGL's browser sensitivity.
Test on the major browsers since WebGL behaves differently across them, pay special attention to Safari, prioritize what your players use, and let field error data cover the long tail. WebGL is highly browser-sensitive.