Software · head to head
Three.js vs A-Frame
The short version
- Each has a real cost: Three.js forward rendering pipeline only, no deferred rendering support; A-Frame requires WebXR-capable browser; not supported on older browsers or devices without WebXR implementation
- They diverge on capability: Three.js covers WebGL rendering, A-Frame covers Declarative HTML.
Where they differ
Only the attributes on which Three.js and A-Frame actually diverge.
Identical on both: starting price (Free), free tier (Yes), user rating (Not yet rated), category (Unknown).
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 Three.js
- WebGL rendering
- Scene graph
- Materials system
- Animation system
- WebXR
- Post-processing
- Physics
- Loaders
Only in A-Frame
- Declarative HTML
- Entity-component system
- WebXR support
- Cross-platform
- Three.js
- AR.js
- Physics engines
- Networking
Both cover
- Webxr support
- Web support
What people use each for
The jobs each tool is most often brought in to do.
Three.js
- VR Gamingnot A-Frame
- AR Marketingnot A-Frame
- Virtual Trainingnot A-Frame
- 3D Visualizationnot A-Frame
- Immersive Experiencesnot A-Frame
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
Where each one falls short
Documented limitations, not opinions. Every one is a constraint you would hit in normal use.
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
A-Frame
- Requires WebXR-capable browser; not supported on older browsers or devices without WebXR implementation
Pricing, plan by plan
Three.js
Free- FreeFree
- Full library
- WebXR module
- Examples
A-Frame
FreeNo published plan breakdown. See the A-Frame review.
Which should you pick?
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.
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.
Questions people ask
- Is Three.js or A-Frame better?
- Neither clearly leads. Three.js starts at Free and A-Frame at Free, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
- Which is cheaper, Three.js or A-Frame?
- Three.js starts at Free and A-Frame at Free.
- Does Three.js or A-Frame run on more platforms?
- Three.js runs on Web, macOS, Windows, Linux, iOS, Android. A-Frame runs on Web (via WebXR), VR headsets, AR-capable mobile devices.
- Can I use Three.js for free?
- Both have a free tier, so you can try either at no cost before committing.
- What is Three.js best used for?
- Three.js is most often used for vr gaming, ar marketing, virtual training, 3d visualization. Of those, vr gaming and ar marketing are not what A-Frame is typically brought in for.
- What can Three.js do that A-Frame cannot?
- Three.js covers WebGL rendering, Scene graph, Materials system, Animation system. A-Frame covers Declarative HTML, Entity-component system, WebXR support, Cross-platform. 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.
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.
Source

