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AR/VR & Metaverse · head to head

Three.js vs WebXR Device API

Three.js logo

Three.js

AR/VR & Metaverse

JavaScript 3D library for WebGL and WebXR

From
Free
Rated
-
WebXR Device API logo

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: Three.js forward rendering pipeline only, no deferred rendering support; WebXR Device API safari on iOS does not support WebXR natively, limiting reach for iPhone and iPad users
  • They diverge on capability: Three.js covers WebGL rendering, WebXR Device API covers VR sessions.

Where they differ

Only the attributes on which Three.js and WebXR Device API actually diverge.

Attributes where Three.js and WebXR Device API differ
AttributeThree.jsWebXR Device API
PlatformsWeb, macOS, Windows, Linux, iOS, AndroidWeb, Chrome, Firefox, Edge, Samsung Internet
Founded20101994

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 Three.js

  • WebGL rendering
  • Scene graph
  • Materials system
  • Animation system
  • WebXR
  • Post-processing
  • Physics
  • Loaders

Only in WebXR Device API

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

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 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.

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

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

Three.js

Free
  • FreeFree
    • Full library
    • WebXR module
    • Examples

WebXR Device API

Free
  • FreeFree
    • Open standard
    • Browser support
    • Specification

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 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 Three.js or WebXR Device API better?
Neither clearly leads. Three.js 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, Three.js or WebXR Device API?
Three.js starts at Free and WebXR Device API at Free.
Does Three.js or WebXR Device API run on more platforms?
Three.js runs on Web, macOS, Windows, Linux, iOS, Android. WebXR Device API runs on Web, Chrome, Firefox, Edge, Samsung Internet.
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.
What can Three.js do that WebXR Device API cannot?
Three.js covers WebGL rendering, Scene graph, Materials system, Animation system. WebXR Device API covers VR sessions, AR sessions, Input handling, Reference spaces. 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.

Source
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
Three.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.

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
Three.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.

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
Three.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

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