title: Threejs: mesh standard material reflection issues
body: <p>I've stumbled upon the problem that some browsers and devices render the <a href="https://threejs.org/docs/#api/materials/MeshStandardMaterial" rel="nofollow noreferrer">MeshStandardMaterial</a> reflection poorly.</p>
  
  <p>Consider the <a href="https://threejs.org/docs/scenes/material-browser.html#MeshStandardMaterial" rel="nofollow noreferrer">example</a> below:</p>
  
  <p><a href="https://i.stack.imgur.com/u9fi7.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/u9fi7.jpg" alt="enter image description here"></a></p>
  
  <p>and <a href="https://threejs.org/examples/webgl_materials_displacementmap.html" rel="nofollow noreferrer">this example</a> below:
  <a href="https://i.stack.imgur.com/fBtv5.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/fBtv5.jpg" alt="enter image description here"></a></p>
  
  <p>Both comparisons are running simultaneously on the same computer, same graphics card, identical attributes, but different browsers. As you can see, the reflections on the right are almost unidentifiable.</p>
  
  <p>Additionally, I'm getting some triangulation issues at sharp angles that make it seem as if the reflection is being calculated in the vertex shader:
  <a href="https://i.stack.imgur.com/cAUPa.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/cAUPa.jpg" alt="enter image description here"></a></p>
  
  <p>I understand that different browsers have different WebGL capabilities, as the results on <a href="http://webglreport.com/" rel="nofollow noreferrer">http://webglreport.com/</a> illustrate:
  <a href="https://i.stack.imgur.com/DANhg.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/DANhg.jpg" alt="enter image description here"></a></p>
  
  <p>Does anybody know what WebGL extension or feature the IE/Edge browsers are missing that I can look for? I want to put a sniffer that uses a different material if it doesn't meet the necessary requirements. Or if anybody has a full solution, that would be even better. I've already tried playing with the EnvMap's <code>minFilter</code> attribute, but the reflections are still calculated differently.</p>