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Mozilla Hubs vs WebXR Device API

Mozilla Hubs logo

Mozilla Hubs

AR VR

Open-source social VR platform for the web

From
Free
Rated
-
WebXR Device API logo

WebXR Device API

AR VR

W3C standard for VR and AR on the web

From
Free
Rated
-

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.; WebXR Device API safari on iOS does not support WebXR natively, limiting reach for iPhone and iPad users
  • They diverge on capability: Mozilla Hubs covers Browser-based VR, WebXR Device API covers VR sessions.
  • Prices and features above were last checked on 30 August 2026.

Where they differ

Only the attributes on which Mozilla Hubs and WebXR Device API actually diverge.

Attributes where Mozilla Hubs and WebXR Device API differ
AttributeMozilla HubsWebXR Device API
Pricing modelfreemiumfree
PlatformsWebvr, Web, Vr, MobileWeb, Chrome, Firefox, Edge, Samsung Internet
Founded19981994

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 WebXR Device API

  • VR sessions
  • AR sessions
  • Input handling
  • Reference spaces
  • Chrome
  • Firefox
  • Edge
  • Quest Browser

Both cover

  • Web support
  • Vr 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

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.

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.

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

Mozilla Hubs

Free
  • FreeFree
    • Public rooms
    • Avatar customization
    • Screen sharing

WebXR Device API

Free
  • FreeFree
    • Open standard
    • Browser support
    • Specification

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 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 Mozilla Hubs or WebXR Device API better?
Neither clearly leads. Mozilla Hubs 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, Mozilla Hubs or WebXR Device API?
Mozilla Hubs starts at Free and WebXR Device API at Free.
Does Mozilla Hubs or WebXR Device API run on more platforms?
Mozilla Hubs runs on Webvr, Web, Vr, Mobile. WebXR Device API runs on Web, Chrome, Firefox, Edge, Samsung Internet.
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 WebXR Device API cannot?
Mozilla Hubs covers Browser-based VR, Room creation, Avatar system, Spatial audio. WebXR Device API covers VR sessions, AR sessions, Input handling, Reference spaces. Both handle Web support, Vr support.

Answered from the vendors’ own pages

WebXR 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.

Source
WebXR 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.

Source
WebXR 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.

Source
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