From what I know, canvas rendering is pretty much the same across different browsers. It's a pretty low level API so there's not as much room for interpretation. In any case, the Acid3 test you're running is focused on the specifics of HTML/CSS layout, and don't think it tests the canvas at all.
I think that canvas has done a good job of taking over the use cases that Flash had, and is very portable these days (basic canvas has 98-99% support[0]).
- OSX likes to turn random Unicode symbols into emoji (extends past Canvas)
- Fractional font sizes on Chrome/Linux get bizarrely stretched out (after a transform that makes the font not a fractional size)
- Complex clipping operations freak Chrome out
- All the compositing rendering options are broken somewhere or mis-defined to the point that it's weirdly hard to render anything to an alpha channel
You also need input APIs to make a game, and the input APIs often have strange inconsistencies in function names, returned objects, or event ordering.
Canvas is nice and straightforward if you want a purely sprite-based game with only mouse/keyboard input (but even then you need to jump through hoops if you want pixel art). Anything beyond that is going to need cross-platform debugging.
It's worth checking the Acid Tests homepage [1] here:
> Acid3, in particular, contains some controversial tests and no longer reflects the consensus of the Web standards it purports to test, especially when it comes to issues affecting mobile browsers.
Furthermore, because of Google's dominance, not many browser engines are left in the market. Essentially all you have to do is support WebKit, Gecko, Blink, and you'll cover 99.9% of your userbase.
The thing is, you can target Unity/Unreal/etc at a browser and get most of the benefits listed above, plus the benefit of using more-or-less the same toolkit as everybody else.
As a quick test I just opened two browsers in my PC (Windows), ran the Acid3 test, and got different results at different speeds. My phone's browser gave me yet a third result. That's a bad start for a multimedia platform that I'll be in charge of supporting.
For all its weaknesses, there was a platform that offered all you mentioned plus good portability and saw the success you speak of: Flash.