It looks like the Godot problem is that Chrome on Apple systems by default uses the native Apple OpenGL driver, which are broken, and can be worked around by passing --use-angle=metal to Chrome to tell it to use the new experimental Metal backend.
So in practice it's probably going to be fixed by the time a new game is released, and otherwise you can tell users to start the browser with the proper command line, or contribute a workaround to Godot yourself.
So in practice it's probably going to be fixed by the time a new game is released, and otherwise you can tell users to start the browser with the proper command line, or contribute a workaround to Godot yourself.