Hi everyone,
I’m currently researching the best approach for implementing real-time face tracking in a commercial Three.js/WebGL web application, and I’d really appreciate feedback from developers who have built and shipped similar systems.
The important requirement is that this must work directly in the browser, without requiring a native mobile app.
Requirements
The experience should work reliably on:
- iOS Safari
- Android Chrome
- Modern mobile browsers in general
The main use case is similar to Instagram/Snapchat-style AR face effects, where we need to track a user’s face in real time and use the tracking data to drive Three.js content.
For example:
- Face landmarks / keypoints
- Head position and rotation
- Stable face tracking while the user moves
- Facial expressions / blendshapes if available
- Attaching 3D objects such as glasses, masks, hats, etc.
- Face filters and visual effects
- Potentially face/skin effects or segmentation
What I’m evaluating
I’m currently looking at solutions such as:
- MediaPipe
- TensorFlow.js
- Jeeliz
- Banuba
- 8th Wall
- WebXR
- Other WebAssembly/WebGPU-based solutions
I’m particularly interested in real-world production experience, rather than just demos or benchmarks.
For anyone who has implemented WebAR face tracking with Three.js:
What solution would you choose today for a commercial project, and why?
I’d especially appreciate feedback regarding:
- iOS Safari reliability
- Android browser performance
- Tracking stability and jitter
- CPU/GPU and battery usage
- Latency
- Integration with Three.js/WebGL
- Browser/device compatibility
- Licensing and commercial costs
- Ease of maintaining the solution long-term
Also, are there any solutions you tried that looked good in a demo but caused problems in production?
If you were starting a new Three.js + WebAR face-effects project in 2026, what stack would you choose?
Thanks in advance for sharing your experience!
