AR/VR & Metaverse · head to head
ARKit vs WebXR Device API

WebXR Device API
AR/VR & Metaverse
W3C standard for VR and AR on the web
- From
- Free
- Rated
- -
The short version
- Each has a real cost: ARKit iOS-only platform, not available for Android or other operating systems; WebXR Device API safari on iOS does not support WebXR natively, limiting reach for iPhone and iPad users
- They diverge on capability: ARKit covers World tracking, WebXR Device API covers VR sessions.
Where they differ
Only the attributes on which ARKit and WebXR Device API actually diverge.
| Attribute | ARKit | WebXR Device API |
|---|---|---|
| Platforms | iOS, iPadOS, macOS, visionOS | Web, Chrome, Firefox, Edge, Samsung Internet |
| Founded | 1976 | 1994 |
Identical on both: starting price (Free), pricing model (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 ARKit
- World tracking
- Face tracking
- Body tracking
- LiDAR support
- RealityKit
- Reality Composer
- SceneKit
- Ios support
Only in WebXR Device API
- VR sessions
- AR sessions
- Input handling
- Reference spaces
- Chrome
- Firefox
- Edge
- Quest Browser
Both cover
- Ar support
What people use each for
The jobs each tool is most often brought in to do.
ARKit
- VR Gaming
- AR Marketing
- Virtual Training
- 3D Visualization
- Immersive Experiences
WebXR Device API
- VR Gaming
- AR Marketing
- Virtual Training
- 3D Visualization
- Immersive Experiences
Both are used for vr gaming, ar marketing, virtual training, 3d visualization, immersive experiences, on those jobs the choice comes down to price and fit rather than capability.
Where each one falls short
Documented limitations, not opinions. Every one is a constraint you would hit in normal use.
ARKit
- iOS-only platform, not available for Android or other operating systems
- Location-based AR accuracy limited to 3-5 meters, insufficient for precise applications
- Cannot handle very fast motion capture
- Accuracy varies with lighting conditions and surface characteristics
- Requires iOS 11 or later and specific device hardware
WebXR Device API
- Safari on iOS does not support WebXR natively, limiting reach for iPhone and iPad users
- Requires compatible VR/AR hardware which limits adoption to users with VR headsets or AR-capable mobile devices
- Browser support still emerging with some features being experimental or not widely implemented across all browsers
Pricing, plan by plan
ARKit
Free- FreeFree
- Full SDK
- Documentation
- Sample code
WebXR Device API
Free- FreeFree
- Open standard
- Browser support
- Specification
Which should you pick?
Choose ARKit if
- You need world tracking.
- You want to start without paying.
- You work on iOS, iPadOS, macOS, visionOS.
- You also want face tracking.
Choose WebXR Device API if
- You need vr sessions.
- You want to start without paying.
- You work on Web, Chrome, Firefox, Edge, Samsung Internet.
- You also want ar sessions.
Questions people ask
- Is ARKit or WebXR Device API better?
- Neither clearly leads. ARKit starts at Free and WebXR Device API at Free, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
- Which is cheaper, ARKit or WebXR Device API?
- ARKit starts at Free and WebXR Device API at Free.
- Does ARKit or WebXR Device API run on more platforms?
- ARKit runs on iOS, iPadOS, macOS, visionOS. WebXR Device API runs on Web, Chrome, Firefox, Edge, Samsung Internet.
- Can I use ARKit for free?
- Both have a free tier, so you can try either at no cost before committing.
- What is ARKit best used for?
- ARKit is most often used for vr gaming, ar marketing, virtual training, 3d visualization.
- What can ARKit do that WebXR Device API cannot?
- ARKit covers World tracking, Face tracking, Body tracking, LiDAR support. WebXR Device API covers VR sessions, AR sessions, Input handling, Reference spaces. Both handle Ar support.
Answered from the vendors’ own pages
ARKit: Is ARKit free to use?
Yes, ARKit is free to use. It is included in Apple's iOS SDK and requires only Xcode and a Mac to start building AR apps. There are no licensing fees or subscription costs.
SourceWebXR Device API: What is WebXR Device API?
WebXR Device API is a W3C web standard that enables developers to build immersive virtual reality (VR), augmented reality (AR), and mixed reality experiences directly within web browsers without requiring native app installation.
SourceARKit: What iOS devices support ARKit?
ARKit is supported on iPhone 6s and later, iPad Pro models, and the latest iPad models. It requires iOS 11 or later. Apple Vision Pro also supports ARKit with enhanced capabilities through visionOS.
SourceWebXR Device API: Which browsers support WebXR?
WebXR is supported in Chrome (desktop and mobile), Microsoft Edge (desktop), Firefox (desktop and mobile), and Safari on mobile. Safari on iOS does not implement WebXR natively but third-party apps like 8th Wall provide workarounds.
SourceARKit: Can ARKit work offline?
ARKit can function offline for tracking and scene understanding since these operations run locally on the device. However, multiplayer AR features and cloud-based object detection require internet connectivity.
SourceWebXR Device API: Is WebXR hardware-dependent?
Yes, WebXR requires compatible VR/AR hardware such as Meta Quest headsets, HTC Vive, Microsoft HoloLens, or mobile AR-capable devices, but the same code can run on different hardware through the unified API.
SourceARKit: Does ARKit integrate with game engines?
Yes, ARKit integrates with Unity through the Unity ARKit Plugin and with Unreal Engine. Developers can also use it with Metal, SceneKit, and Apple's RealityKit framework.
SourceARKit: What are ARKit's limitations with location-based AR?
ARKit's location-based positioning has accuracy limitations. Image-based positioning is primarily useful in urban areas, and beacon-based navigation provides accuracy of 3-5 meters, which is insufficient for precise AR applications requiring 1-meter accuracy or better.
SourceRelated pages
More on WebXR Device API
Other head to heads
- ARKit vs ARCore
- ARKit vs Meta Quest
- ARKit vs Apple Vision Pro
- ARKit vs Unity AR Foundation
- ARKit vs HTC Vive
- ARKit vs 8th Wall
- ARKit vs Lens Studio
- ARKit vs Vuforia
- ARKit vs A-Frame
- ARKit vs Babylon.js
- ARKit vs Microsoft HoloLens 2
- ARKit vs Niantic Lightship
- ARKit vs PlayStation VR2
- ARKit vs Spark AR Studio
- ARKit vs TikTok Effect House
- ARKit vs Gravity Sketch
- ARKit vs Instagram AR Effects
- ARKit vs Magic Leap 2
- WebXR Device API vs ARCore
- WebXR Device API vs Meta Quest
- WebXR Device API vs Apple Vision Pro
- WebXR Device API vs Unity AR Foundation
- WebXR Device API vs HTC Vive
- WebXR Device API vs 8th Wall
- WebXR Device API vs Lens Studio
- WebXR Device API vs Vuforia
- WebXR Device API vs A-Frame
- WebXR Device API vs Babylon.js
- WebXR Device API vs Microsoft HoloLens 2
- WebXR Device API vs Niantic Lightship
- WebXR Device API vs PlayStation VR2
- WebXR Device API vs Spark AR Studio
- WebXR Device API vs TikTok Effect House
- WebXR Device API vs Gravity Sketch
- WebXR Device API vs Instagram AR Effects
- WebXR Device API vs Magic Leap 2

