AR VR · head to head
Mozilla Hubs vs Three.js
The short version
- Each has a real cost: Mozilla Hubs the Internet Archive's capture of Mozilla Hubs' homepage on 31 December 2022 priced the Early Access Hub at $20 USD/month for unlimited spaces, 25 online guest capacity, and 2GB asset storage; the product's own support URL now redirects to a page titled 'end-support-mozilla-hubs', indicating the service has since been discontinued.; Three.js forward rendering pipeline only, no deferred rendering support
- They diverge on capability: Mozilla Hubs covers Browser-based VR, Three.js covers WebGL rendering.
- Prices and features above were last checked on 30 August 2026.
Where they differ
Only the attributes on which Mozilla Hubs and Three.js actually diverge.
| Attribute | Mozilla Hubs | Three.js |
|---|---|---|
| Pricing model | freemium | free |
| Platforms | Webvr, Web, Vr, Mobile | Web, macOS, Windows, Linux, iOS, Android |
| Founded | 1998 | 2010 |
Identical on both: starting price (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 Mozilla Hubs
- Browser-based VR
- Room creation
- Avatar system
- Spatial audio
- Spoke editor
- Custom assets
- Webhooks
- Webvr support
Only in Three.js
- WebGL rendering
- Scene graph
- Materials system
- Animation system
- WebXR
- Post-processing
- Physics
- Loaders
Both cover
- Web support
What people use each for
The jobs each tool is most often brought in to do.
Mozilla Hubs
- 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.
Mozilla Hubs
- The Internet Archive's capture of Mozilla Hubs' homepage on 31 December 2022 priced the Early Access Hub at $20 USD/month for unlimited spaces, 25 online guest capacity, and 2GB asset storage; the product's own support URL now redirects to a page titled 'end-support-mozilla-hubs', indicating the service has since been discontinued.
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
Mozilla Hubs
Free- FreeFree
- Public rooms
- Avatar customization
- Screen sharing
Three.js
Free- FreeFree
- Full library
- WebXR module
- Examples
Which should you pick?
Choose Mozilla Hubs if
- You need browser-based vr.
- You want to start without paying.
- You work on Webvr, Web, Vr, Mobile.
- You also want room creation.
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 Mozilla Hubs or Three.js better?
- Neither clearly leads. Mozilla Hubs 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, Mozilla Hubs or Three.js?
- Mozilla Hubs starts at Free and Three.js at Free.
- Does Mozilla Hubs or Three.js run on more platforms?
- Mozilla Hubs runs on Webvr, Web, Vr, Mobile. Three.js runs on Web, macOS, Windows, Linux, iOS, Android.
- Can I use Mozilla Hubs for free?
- Both have a free tier, so you can try either at no cost before committing.
- What is Mozilla Hubs best used for?
- Mozilla Hubs is most often used for vr gaming, ar marketing, virtual training, 3d visualization.
- What can Mozilla Hubs do that Three.js cannot?
- Mozilla Hubs covers Browser-based VR, Room creation, Avatar system, Spatial audio. Three.js covers WebGL rendering, Scene graph, Materials system, Animation system. Both handle 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.
SourceRelated pages
More on Mozilla Hubs
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