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WebXR vs ARKit — Browser AR vs Native iOS AR

WebXR for cross-platform AR without app install; ARKit for advanced iOS AR features requiring native app.

WebXR: cross-platform browser AR/VR, no app install required, limited to subset of native AR features. ARKit: Apple's native iOS AR framework, requires app install, full AR feature set including LiDAR scanning. For mass-market AR experiences (try-on, room-fit, simple model placement), WebXR wins on friction reduction. For premium AR experiences with complex tracking and effects, ARKit wins on capabilities.

Quick summary

The short version: WebXR vs ARKit — Browser AR vs Native iOS AR is a comparison between two real choices working developers actually face on production projects. Both options have valid use cases and neither dominates the other. The right pick depends on team skills, target browser support, and the specific 3D features your project needs.

When option A wins

Pick the first option when the team prefers a stable mature ecosystem with a large community, when the project will run on production for 5+ years (long-term maintainability), and when the design constraints are well-understood before kickoff. The first option also wins for projects with a meaningful budget that can afford engineering depth.

When option B wins

Pick the second option when speed-to-prototype matters more than long-term maintenance, when the team includes a generalist rather than a 3D specialist, and when the visual ambition fits within the framework's built-in capabilities. The second option ships fast and rarely fights the tooling, which matters for marketing-driven launches.

My default choice

On most projects I default to the first option because clients tend to want the site to last 3-5 years without rewrites, and a mature ecosystem with strong tooling pays dividends throughout that lifespan. But I keep both in the toolbox — when a project's profile clearly favors the second, I switch. Tool-fit beats tool-loyalty.

Frequently asked questions

Can I switch options later?
In one direction yes, in the other expensive. Going from a heavier tool to a lighter one is normal. Migrating from a lighter tool to a heavier one means rewriting most of the 3D layer, which is 30-50% of original build cost.
Which tool do you personally use?
I use both, depending on the project. For long-term maintenance projects with rich features, I default to the more mature option. For fast prototypes and marketing campaigns, I default to the faster-to-ship option. Tool-fit beats tool-loyalty.
How long does this take?
Standard scope: 4-6 weeks from contract signature to live site. Larger scope (configurator, multi-scene scrollytelling) takes 8-12 weeks. Rush projects (2-3 weeks) are accepted with a 30-40% rush surcharge.
What does it cost?
Hero-section 3D upgrade: \$1,500-\$2,500. Full multi-scene 3D site: \$3,500-\$8,000. Configurator with custom shaders: \$5,000-\$12,000. All fixed-price, source code included. EUR equivalents on request.
What if my visitors are on weak phones?
The site detects device tier before the first scene loads and serves a lighter version on weak hardware (fewer particles, simpler shaders). Devices without WebGL get a static fallback that preserves the visual language and conversion path.

Ready to ship a 3D experience?

Tell me what you need — fixed price, fixed deadline, no surprises.

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