AR VR · head to head
Horizon Worlds vs Three.js
The short version
- Each has a real cost: Horizon Worlds free to download but its full multiplayer VR experience requires Meta Quest headset hardware; the iOS/mobile app is a companion rather than a substitute for the headset; Three.js forward rendering pipeline only, no deferred rendering support
- They diverge on capability: Horizon Worlds covers World building, Three.js covers WebGL rendering.
- Prices and features above were last checked on 30 August 2026.
Where they differ
Only the attributes on which Horizon Worlds and Three.js actually diverge.
| Attribute | Horizon Worlds | Three.js |
|---|---|---|
| Platforms | Vr, Quest | Web, macOS, Windows, Linux, iOS, Android |
| Founded | 2004 | 2010 |
Identical on both: starting price (Free), pricing model (free), free tier (Yes), user rating (Not yet rated), category (AR VR).
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 Horizon Worlds
- World building
- Social spaces
- Games
- Events
- Meta accounts
- Quest integration
- Creator tools
- Vr support
Only in Three.js
- WebGL rendering
- Scene graph
- Materials system
- Animation system
- WebXR
- Post-processing
- Physics
- Loaders
What people use each for
The jobs each tool is most often brought in to do.
Horizon Worlds
- VR Gaming
- AR Marketing
- Virtual Training
- 3D Visualization
- Immersive Experiences
Three.js
- 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.
Horizon Worlds
- Free to download but its full multiplayer VR experience requires Meta Quest headset hardware; the iOS/mobile app is a companion rather than a substitute for the headset
- Mobile app requires iOS 15.1 or later, per the App Store listing
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
Horizon Worlds
Free- FreeFree
- World creation
- Social features
- Events
Three.js
Free- FreeFree
- Full library
- WebXR module
- Examples
Which should you pick?
Choose Horizon Worlds if
- You need world building.
- You want to start without paying.
- You work on Vr, Quest.
- You also want social spaces.
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 Horizon Worlds or Three.js better?
- Neither clearly leads. Horizon Worlds 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, Horizon Worlds or Three.js?
- Horizon Worlds starts at Free and Three.js at Free.
- Does Horizon Worlds or Three.js run on more platforms?
- Horizon Worlds runs on Vr, Quest. Three.js runs on Web, macOS, Windows, Linux, iOS, Android.
- Can I use Horizon Worlds for free?
- Both have a free tier, so you can try either at no cost before committing.
- What is Horizon Worlds best used for?
- Horizon Worlds is most often used for vr gaming, ar marketing, virtual training, 3d visualization.
- What can Horizon Worlds do that Three.js cannot?
- Horizon Worlds covers World building, Social spaces, Games, Events. Three.js covers WebGL rendering, Scene graph, Materials system, Animation system.
Answered from the vendors’ own pages
Horizon Worlds: Does Horizon Worlds have in-app purchases?
Horizon Worlds features in-app purchases, but specific pricing for these purchases is not disclosed on the Meta website.
SourceThree.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.
SourceRelated pages
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