Both architectures can deliver real-time 3D in the browser. They have radically different cost shapes. WebGPU / Three.js is cheaper to build, scales for free with audience, and avoids latency. Pixel-streamed Unreal costs more upfront and bleeds GPU hours with every user-minute — but wins in specific niches: existing UE assets, tiny audiences, and uncompromising photoreal fidelity. Configure your project to see which case you're in.
Each type has different audience patterns, session lengths, and fidelity expectations.
Complexity and fidelity drive build hours independently.
The decisive variables. Pixel streaming cost scales with total session hours.
Gaussian splatting reduces build hours but adds bandwidth and limits dynamism.
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WebGPU's flat line is dev cost paid upfront, then near-zero scaling. Pixel streaming's steep line is the per-user-hour GPU cost compounding.