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AR/VR & Metaverse · head to head

A-Frame vs Three.js

A-Frame logo

A-Frame

AR/VR & Metaverse

Web framework for building VR experiences

From
Free
Rated
-
Three.js logo

Three.js

AR/VR & Metaverse

JavaScript 3D library for WebGL and WebXR

From
Free
Rated
-

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.

Attributes where A-Frame and Three.js differ
AttributeA-FrameThree.js
Pricing modelopen-sourcefree
PlatformsWeb (via WebXR), VR headsets, AR-capable mobile devicesWeb, macOS, Windows, Linux, iOS, Android
Founded20152010

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

Free

No 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.

Source
Three.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.

Source
Three.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.

Source
Three.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

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