Three.js is no longer just for fancy websites.
In 2025-2026, the library crossed a threshold: WebGPU became available on every major browser, "vibe coding" turned game development into a cultural phenomenon, and Three.js started powering applications that process millions of data points in real-time—far beyond what anyone expected from a JavaScript 3D library.
This article breaks down what changed, why it matters, and what it means for developers and businesses building with 3D on the web.
Who this is for: Developers evaluating Three.js for new projects, technical leads making technology decisions, and anyone searching for "what's new in Three.js" or "Three.js latest version 2025."
Key Takeaways
- WebGPU is now supported on ALL major browsers, including Safari on iOS (September 2025). The waiting game is over.
- NPM downloads hit 2.7 million per week—270x more than Babylon.js. There's no real competition anymore.
- "Vibe coding" became Collins Dictionary's Word of the Year 2025. Three.js is the library of choice for AI-assisted game development.
- Three.js r171 made WebGPU production-ready with zero-config imports:
import { WebGPURenderer } from 'three/webgpu' - Three.js now powers rich applications (not just websites)—we helped one platform achieve 100x performance improvement by migrating from WebGL to WebGPU.
- Physical installations use Three.js too—including our own 1-million-particle interactive artwork at Expo 2025 Osaka.
1. The Numbers: Three.js Dominates Web 3D
Let's start with the data that tells the story:
NPM Downloads (Weekly)
| Library | Weekly Downloads |
|---|---|
| Three.js | 2,700,000 |
| Babylon.js | ~10,000 |
| PlayCanvas | ~8,000 |
Three.js has 270x more downloads than Babylon.js and 337x more than PlayCanvas.
This isn't a competition anymore. Three.js is the default choice for 3D on the web.
Why the Dominance?
- Ecosystem depth: React Three Fiber, Drei, and hundreds of community tools
- Documentation and examples: Over 300 official examples, countless tutorials
- Framework integration: First-class support for React, Vue, Svelte, and vanilla JS
- Job market: 25% increase in listings requiring Three.js/WebGL skills in 2025
The ecosystem effect is self-reinforcing. More developers means more tools, more tutorials, more Stack Overflow answers—which attracts more developers.
2. WebGPU: The Waiting Game Is Over
For years, WebGPU was "almost ready." Developers waited. Apple held out. And WebGL—despite being over a decade old—remained the only viable option.
That changed in September 2025.
Safari 26: The Final Piece
When Apple shipped WebGPU support in Safari 26 (macOS, iOS, iPadOS, and visionOS), the last holdout fell. WebGPU is now available everywhere:
| Browser | WebGPU Support |
|---|---|
| Chrome / Edge | Since v113 (2023) |
| Firefox | Since v141 (Windows), v145 (macOS ARM) |
| Safari | Since v26 (September 2025) |
For the first time, you can ship a WebGPU application and expect it to work for every user.
What WebGPU Actually Changes
WebGPU isn't just "WebGL but newer." It's architecturally different:
- Compute shaders: Run general-purpose GPU computations—physics, ML inference, data processing
- Better resource management: Explicit control over GPU memory and state
- Modern API design: Built for how GPUs actually work (not translated from OpenGL)
- Performance: Up to 10x improvement in draw-call-heavy scenarios
The result: experiences that were previously "possible but laggy" become smooth.
Three.js Made It Easy
The Three.js team didn't just add WebGPU support—they made it seamless.
Release timeline:
| Release | Date | Key Changes |
|---|---|---|
| r170 | August 2025 | WebGPU modules moved to addons, GLTFLoader support |
| r171 | September 2025 | Zero-config WebGPU imports, React Three Fiber integration |
| r180 | September 2025 | Texture binding improvements, depth texture fixes |
| r182 | December 2025 | Current stable version |
The milestone was r171. Before that, using WebGPU required configuration and build tool workarounds. After r171:
import { WebGPURenderer } from 'three/webgpu';
That's it. No bundler configuration. No polyfills. It just works—with automatic fallback to WebGL 2 on older browsers.
3. Vibe Coding: Why Everyone's Making Games with Three.js
In February 2025, Andrej Karpathy (co-founder of OpenAI, former AI lead at Tesla) tweeted about a new way of programming. He called it "vibe coding"—using AI tools to generate code by describing what you want, rather than writing it line by line.
By December, "vibe coding" was named Collins Dictionary's Word of the Year for 2025.
Why Three.js Became the Vibe Coding Library
Three.js turned out to be perfect for this new paradigm:
- Simple setup: Just JavaScript. No servers, databases, or complex tooling.
- Immediate feedback: Changes render instantly in the browser.
- Visual output: You can see if the AI got it right (or interestingly wrong).
- Forgiving API: Three.js abstracts GPU complexity, reducing failure modes.
The Vibe Coding Game Jam
In 2025, Pieter Levels launched the first Vibe Coding Game Jam: build a playable game in under 48 hours using AI tools.
The results:
- 1,000+ game submissions
- Judge panel included mrdoob (Three.js creator) and Andrej Karpathy
- First place: "The Great Taxi Assignment"—a retro 3D taxi sim built entirely with AI assistance
By July 2025, The Wall Street Journal was reporting on professional engineers adopting vibe coding for commercial projects.
What This Means
Three.js's position as the default 3D library is now reinforced by AI tools. When someone asks Claude or ChatGPT to "make a 3D game," the generated code uses Three.js.
4. Beyond Websites: Three.js for Heavy Applications
Here's something that surprised us: Three.js + WebGPU is now viable for applications that handle millions of data points.
Case Study: Segments.ai
We supported the migration of Segments.ai's 3D segmentation platform from WebGL to WebGPU.
What Segments.ai does: They provide tools for labeling LiDAR point cloud data—critical for training autonomous driving AI. Users need to view, navigate, and select points from datasets containing millions of 3D points.
The challenge: WebGL couldn't keep up. Interactions were sluggish. Complex scenes caused frame drops.
After WebGPU migration:
- 100x performance improvement on heavy operations
- Smooth interaction with million-point datasets
- Enhanced selection and annotation tools
The technical improvements contributed to securing contracts with major players in the autonomous driving industry.
Why This Matters
Three.js + WebGPU isn't just for marketing websites and product configurators. It's now capable of powering professional tools where performance is non-negotiable.
5. Beyond the Browser: Interactive Installations
Three.js doesn't require a browser tab on someone's laptop. It runs anywhere JavaScript runs—including large-format displays in museums, retail spaces, and public venues.
Case Study: Hokusai at Expo 2025 Osaka
We created "Waves of Connection", an interactive installation at Expo 2025 Osaka that let visitors control Hokusai's Great Wave with their bodies.
The technical setup:
- WebGPU + Three.js for rendering
- ~1 million particles simulated in real-time
- Kinect depth camera for multi-person body tracking
- 98-inch 4K display for immersive scale
No VR headset. No controllers. Visitors just moved—and the wave responded.
The piece ran for 7 days, with over 10,000 interactions. Children kept rejoining the queue. Adults who started unsure ended up waving their arms and laughing.
What This Demonstrates
Three.js skills transfer beyond the web. The same codebase patterns, the same particle systems, the same shader techniques—they work for physical installations, kiosks, digital signage, and immersive experiences.
6. What's Next? Trends to Watch
WebXR Expansion
WebXR (the standard for VR/AR in browsers) is maturing. Three.js supports it directly, and as headsets become more common, browser-based immersive experiences will grow.
AI-Generated Assets
Tools like NVIDIA GauGAN and Adobe Substance 3D Sampler are automating texture and material generation. Three.js projects will increasingly incorporate AI-generated assets, reducing production time.
Compute Shaders for ML
WebGPU's compute shaders enable running ML models directly on the GPU in the browser. Libraries like Transformers.js already leverage this. Expect Three.js projects to integrate local AI inference for real-time effects.
7. About Utsubo
Utsubo is an interactive creative studio specializing in:
- Web3D experiences: Brand websites, product configurators, immersive storytelling
- Interactive installations: Museums, retail, events, public spaces
- WebGPU development: High-performance applications requiring real-time 3D
We've worked with major brands and cultural institutions. Our projects have been recognized by Awwwards, FWA, and The Webby Awards.
8. Let's Talk
If you're planning a Three.js project—whether a website, application, or physical installation—we offer a free 30-minute consultation to discuss your goals and technical approach.
We can help with:
- WebGL to WebGPU migration strategy
- Performance optimization for complex scenes
- Interactive installation design and development
- Full-stack 3D web experiences
Summary: What This Means for Your Projects
Three.js in 2026 is defined by three shifts: WebGPU becoming production-ready across all browsers, AI-assisted development lowering the barrier to entry, and the library expanding beyond websites into physical installations.
For new projects: Start with WebGPU. The automatic fallback means zero risk.
For existing projects: No rush to migrate unless you're hitting performance limits. When you do migrate, expect 2-10x improvements in complex scenes.
For hiring and teams: Three.js skills now transfer across web, mobile, and physical installation work. The 2.7M weekly downloads signal a mature, well-supported ecosystem.
Sources & References
- NPM download statistics
- WebGPU browser support data
- Three.js release notes
- Collins Word of the Year 2025
FAQs
What's new in Three.js 2025-2026?
The biggest change is production-ready WebGPU support. Since r171 (September 2025), you can import WebGPURenderer with zero configuration. Combined with Safari 26 adding WebGPU support, you can now ship WebGPU to all users. Other improvements include better TypeScript support, enhanced post-processing effects, and continued ecosystem growth around React Three Fiber.
Is WebGPU ready for production?
Yes. As of September 2025, WebGPU is supported on Chrome, Edge, Firefox, and Safari (including iOS). Three.js provides automatic fallback to WebGL 2 for older browsers, so you can adopt WebGPU without breaking compatibility. Start new projects with WebGPU; migrate existing projects when performance gains justify the effort.
Should I migrate from WebGL to WebGPU?
It depends on your use case. If your current WebGL application runs smoothly and you're not hitting performance limits, there's no urgent need to migrate. If you're building something new, start with WebGPU. If you're hitting performance walls (complex scenes, many draw calls, heavy compute), migration can deliver 2-10x improvements.
What is vibe coding?
Vibe coding is a programming approach where developers use AI assistants (like Claude, ChatGPT, or Cursor) to generate code by describing what they want in natural language. The term was coined by Andrej Karpathy in February 2025 and named Collins Dictionary's Word of the Year. Three.js is particularly popular for vibe coding because it's simple to set up, provides immediate visual feedback, and has extensive documentation that AI models are trained on.
Can Three.js run outside a browser?
Yes. Three.js runs anywhere JavaScript runs. We use it for physical installations on large displays, kiosks, and interactive exhibits. The rendering happens on a local machine (not through a web browser tab), but the codebase is standard Three.js. This means skills and components transfer directly between web projects and physical installations.
How much does a Three.js project cost?
Costs vary widely based on scope. A simple product configurator might run $15,000-30,000. An immersive brand website with multiple 3D scenes typically ranges $40,000-100,000. Interactive installations for museums or events can range from $50,000 to $200,000+ depending on hardware, scale, and customization. See our Three.js agencies guide for pricing bands and studio comparisons.

Technology-First Creative Studio


