AR/VR & Metaverse · head to head
A-Frame vs Three.js
The short version
- Each has a real cost: A-Frame requires WebXR-capable browser; not supported on older browsers or devices without WebXR implementation; Three.js forward rendering pipeline only, no deferred rendering support
- They diverge on capability: A-Frame covers Declarative HTML, Three.js covers WebGL rendering.
Where they differ
Only the attributes on which A-Frame and Three.js actually diverge.
Identical on both: starting price (Free), free tier (Yes), user rating (Not yet rated), category (AR/VR & Metaverse).
What each one covers
Drawn from each product's published feature list. An absence here means we hold no record of it - not that the product lacks it.
Only in A-Frame
- Declarative HTML
- Entity-component system
- WebXR support
- Cross-platform
- Three.js
- AR.js
- Physics engines
- Networking
Only in Three.js
- WebGL rendering
- Scene graph
- Materials system
- Animation system
- WebXR
- Post-processing
- Physics
- Loaders
Both cover
- Webxr support
- Web support
What people use each for
The jobs each tool is most often brought in to do.
A-Frame
- Virtual reality web experiencesnot Three.js
- Augmented reality applicationsnot Three.js
- 3D web visualisationsnot Three.js
- Interactive 3D content for web browsersnot Three.js
Three.js
- VR Gamingnot A-Frame
- AR Marketingnot A-Frame
- Virtual Trainingnot A-Frame
- 3D Visualizationnot A-Frame
- Immersive Experiencesnot A-Frame
Where each one falls short
Documented limitations, not opinions. Every one is a constraint you would hit in normal use.
A-Frame
- Requires WebXR-capable browser; not supported on older browsers or devices without WebXR implementation
Three.js
- Forward rendering pipeline only, no deferred rendering support
- No built-in collision detection or spatial indexing, requiring external physics libraries
- WebGL dependency means no support for non-WebGL environments
Pricing, plan by plan
A-Frame
FreeNo published plan breakdown. See the A-Frame review.
Three.js
Free- FreeFree
- Full library
- WebXR module
- Examples
Which should you pick?
Choose A-Frame if
- You need declarative html.
- You want to start without paying.
- You work on Web (via WebXR), VR headsets, AR-capable mobile devices.
- You also want entity-component system.
Choose Three.js if
- You need webgl rendering.
- You want to start without paying.
- You work on Web, macOS, Windows, Linux, iOS, Android.
- You also want scene graph.
Questions people ask
- Is A-Frame or Three.js better?
- Neither clearly leads. A-Frame starts at Free and Three.js at Free, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
- Which is cheaper, A-Frame or Three.js?
- A-Frame starts at Free and Three.js at Free.
- Does A-Frame or Three.js run on more platforms?
- A-Frame runs on Web (via WebXR), VR headsets, AR-capable mobile devices. Three.js runs on Web, macOS, Windows, Linux, iOS, Android.
- Can I use A-Frame for free?
- Both have a free tier, so you can try either at no cost before committing.
- What is A-Frame best used for?
- A-Frame is most often used for virtual reality web experiences, augmented reality applications, 3d web visualisations, interactive 3d content for web browsers. Of those, virtual reality web experiences and augmented reality applications are not what Three.js is typically brought in for.
- What can A-Frame do that Three.js cannot?
- A-Frame covers Declarative HTML, Entity-component system, WebXR support, Cross-platform. Three.js covers WebGL rendering, Scene graph, Materials system, Animation system. Both handle Webxr support, Web support.
Answered from the vendors’ own pages
Three.js: Is Three.js free to use?
Yes. Three.js is released under the MIT license, an open-source license that permits unlimited commercial and personal use with no licensing fees.
SourceThree.js: Does Three.js include physics simulation?
No. Three.js is a rendering library only. Physics, collision detection, and spatial indexing must be implemented with external libraries like Rapier, Ammo, or JoltPhysics.
SourceThree.js: Can I use Three.js for offline development?
Yes. Local development requires a local web server for CORS compliance. You can use npm with a build tool like Vite, or run a local Python server for development.
SourceThree.js: Does Three.js support WebXR for VR/AR?
Yes. Three.js documentation includes WebXR APIs for building VR and AR experiences in web browsers.
Source

