Setup & Devices · Compatibility matrix

Browser and device compatibility for webcam motion games

Compatibility is a tested matrix, not a promise. This page publishes the methodology and current test status — untested combinations are labelled, never guessed.

A webcam motion game needs more than a browser that can display the page. It needs camera access, real-time graphics and enough local performance to run computer-vision tracking while the game renders. Compatibility is therefore a tested matrix, not a permanent "works on every browser" promise.

This page is maintained from real test results. Where a combination has not been tested recently, it is labelled Not recently tested rather than guessed.

Current status: the tested matrix below is being populated by an ongoing test program. The methodology and test scope are published here in advance so results can be checked against them; untested combinations are marked as such and no support promises are made for them.

Recommended reference path

Current stable Chrome and Edge on supported desktop/laptop operating systems are the reference path unless current test data shows otherwise.

That does not mean Safari or Firefox cannot work. It means support language distinguishes:

  • Recommended: included in the release regression matrix;
  • Works / supported: passed core game tests, with documented limitations if any;
  • Limited: page/game loads but a known feature or performance issue exists;
  • Not recently tested: no current release evidence;
  • Unsupported: known not to meet requirements.

Compatibility matrix

PlatformBrowserStatusNotesLast tested
WindowsChrome stableReference pathPrimary regression targetongoing
WindowsEdge stableReference pathPrimary regression targetongoing
macOSChrome stableNot recently tested——
macOSSafari stableNot recently tested——
macOS/WindowsFirefox stableNot recently tested——
ChromeOSChrome stableNot recently testedDevice tiers vary; see Chromebook notes—

What we test

A useful compatibility test runs the actual motion pipeline, not just the homepage:

  • Camera permission: prompt appears; correct camera selectable; denial produces a usable recovery message; revoke/regrant works.
  • Tracking startup: model resources load; initial calibration completes; no critical WebAssembly/WebGL errors.
  • Sustained gameplay: at least one title per control family (full-body, hand/reach, head or lower-travel, higher visual load), run long enough to detect thermal throttling on lower-powered devices.
  • Recovery: tab background/foreground, camera temporarily lost, window resize, full-screen enter/exit.

Chromebooks

Chromebooks can be a strong fit because Chrome, a built-in camera and managed school deployment are common. Performance varies widely by model and management policy, so support notes should record device tiers or representative hardware rather than saying "all Chromebooks."

School-managed devices may also block camera permission, unknown sites or WebAssembly features through administrator policy. A technical problem that occurs only on a managed school fleet is not the same as a general ChromeOS compatibility failure.

Older laptops

Real-time pose tracking can become the limiting workload before ordinary web browsing feels slow. Symptoms include delayed movement response, low tracking frame rate, fan/CPU load, animation that stays smooth while tracking lags, and unusually long model startup. Close other camera and heavy browser applications first, then reduce environmental variables before blaming the network.

Safari and Firefox

No absolute claims are made for browsers outside the regression matrix. The correct pattern is specific: "Safari [version] on [OS] passed the current core regression set on [date]. Known limitation: [if any]."

Phones and tablets

Mobile support is tested per game and viewport. Separate three questions: can the browser run the tracking pipeline; can the camera frame the required movement; can the player see the game UI clearly from that distance. Only when all three pass is a game described as mobile-friendly. See mobile setup and limits.

Quick compatibility check for users

  1. Open one simple game.
  2. Allow camera access.
  3. Confirm the preview/tracking overlay sees the required body region.
  4. Make the main movement five times.
  5. Check for delayed or missed input.
  6. If the game is full-body, step through the widest required motion.

If it fails, use the webcam game setup guide before changing browsers at random.

FAQ

Which browser should I try first? Use the browser marked Recommended above — Chrome or Edge on a supported desktop OS — rather than an evergreen guess.

Does a newer browser guarantee smooth tracking? No. Browser support is only one factor; local device performance, camera quality, lighting and the selected game also matter.

Why does the camera work in a video call but not in a game? Another app may hold the camera, site permission may differ, or the game may require graphics/local inference features that a video call does not use in the same way.

Does internet speed affect tracking? MovePlay's tracking pipeline is designed to run locally, but the game still needs network access for page assets and account/service functions. A slow network can affect loading even when per-frame tracking is local.

Maintenance rule

This matrix is updated on browser or game-engine releases that can affect camera, WebGL/WebGPU, WebAssembly, model loading or rendering. "Last tested" dates are displayed so old claims expire instead of silently living forever.