Introducing the WebVR 1.0 API Proposal
hacks.mozilla.org
hacks.mozilla.org
I can see many interesting business use cases that can be solved in a lightweight VR context, without needing a full gaming engine.
Besides this, instant access by url with no downloads and installs, no-app store "gatekeepers" and a free and open technology stack are solid reasons for why you would want to have or use WebVR.
And while performance definetly lags behind native, I'm not sure that it's going to be that far off. WebGL 2, Web assembly, WebGL in workers, will in combination with general improvements in graphics and rendering performance will get it close.
A-Frame looks a bit lightweight to do anything useful. You should have just implemented X3D.
Edit: maybe that's a bit harsh. But I really wonder why you went and created yet another declarative 3D format. X3D is an open standard that already exists, works well in the browser without plugins (X3DOM), and has fairly good support. It's also more advanced than A-Frame, and the syntax is almost as simple.
The arguments are well articulated in this post: http://ngokevin.com/blog/aframe-vs-3dml/
The declarative layer is an extremely thin abstraction. A-Frame has feature parity with three.js given its extensibility and entity-component pattern. I'd give it a deeper look.
http://www.instructables.com/id/Create-Quicktime-VR-Panorama...