Switching from Unreal Engine to RSX Engine?
Keep the fidelity. Lose the friction.
RSX Engine brings high-end realtime 3D into a live cloud-native workspace. Get the rendering, physics, animation and extensibility serious productions expect — without turning local projects, source control, session servers and build infrastructure into a second product.
RSX Engine vs. Unreal Engine
Unreal Engine set the bar for high-end realtime 3D. RSX Engine competes in the same production territory, then removes the workflow architecture teams have learned to tolerate — local project copies, source-control coordination, separate collaboration sessions and heavyweight deployment pipelines.
| Feature | Unreal Engine | ![]() ![]() |
|---|---|---|
| Collaboration & Project Model | ||
| Realtime Multi-User Scene Editing? | ✗ Missing | ✓ Available |
| Live Simulation with Multiple Editors | ✗ Missing | ✓ Available |
| Full Editor in the Browser | ✗ Missing | ✓ Available |
| Cloud-Native Projects? | ✗ Missing | ✓ Available |
| Join a Project with a Link | ✗ Missing | ✓ Available |
| Automatic Cloud Asset Versioning | ✗ Requires Version Control Software | ✓ Available |
| Instant Change Propagation | ✗ Missing | ✓ Available |
| Collaboration Without Checkouts / Check-ins | ✗ Missing | ✓ Available |
| Realtime Project Discussions | ✗ Missing | ✓ Available |
| Role-Based View / Edit / Deploy Access | ✗ Missing | ✓ Available |
| Org-Wide Project References | ✗ Missing | ✓ Available |
| Project Templates | ✓ Available | ✓ Available |
| Engine & Rendering | ||
| Cinematic Rendering Quality | ✓ Available | ✓ Available |
| Physically Based Rendering | ✓ Available | ✓ Available |
| Global Illumination | ✓ Available | ✓ Available |
| Reflections, Depth of Field & Volumetrics | ✓ Available | ✓ Available |
| Hierarchical Mesh Destruction | ✓ Available | ✓ Available |
| Double-Precision World Coordinates | ~ Large World Coordinates | ✓ Available |
| AI Assistant | ~ MCP Only | ✓ Available |
| Node-Based Materials | ✓ Material Editor | ✓ Carbon Materials |
| No-Code / Visual Programming | ~ Deprecated in UE6 | ✓ Carbon Logic |
| Animation, IK & State Machines | ✓ Available | ✓ Available |
| Morph Shapes and Vertex Animations | ✓ Available | ✓ Available |
| Rigid Body Physics | ✓ Available | ✓ Available |
| Soft Body / Cloth Physics | ✓ Available | ✓ Available |
| Node-Based AI Agents | ✗ Missing | ✓ Carbon Agents |
| Editor Extensions & Plugins | ✓ Available | ✓ Available |
| Programming | C++ | TypeScript |
| In-Engine Compilation & Hot Reloading | ✓ Available | ✓ Available |
| Effect Volumes and Post-Processing Materials | ✓ Available | ✓ Available |
| Native Plug-ins | ✓ Available | ✓ Available |
| Asset Pipeline & Cloud | ||
| Built-in 3D Optimization | ✓ Available | ✓ Built-in ![]() ![]() |
| Native CAD Import & Tessellation | ~ Requires Datasmith | ✓ Built-in ![]() ![]() |
| Digital Asset Management | ✗ Missing | ✓ Built-in ![]() ![]() |
| Generative AI | ✗ Missing | ✓ Available via ![]() ![]() |
| Cloud-Based 3D Asset Processing | ✗ Missing | ✓ Available via ![]() ![]() |
| Instant Web Deployment | ✗ Missing | ✓ Available |
| Platforms | ||
| Editor on Windows | ✓ Available | ✓ Available |
| Editor on macOS | ✓ Available | ✓ Available |
| Editor on Linux | ✓ Available | ~ Via Browser |
| Editor in the Browser | ✗ No | ✓ Available |
| Web Deployments | ✗ No | ✓ Available |
| Native Desktop Deployments | ✓ Available | ✓ Available |
| Mobile Deployments | ✓ Available | ~ Soon |
| Console & XR Deployments | ✓ Available | ~ Soon |
| Licensing Options | ||
| Free Tier | ✓ Available | ✓ Available |
| Royalties or Runtime Fees | ✗ 5% Royalty after $1M | ✓ 0% |
| Professionals Plan Price | ✗ Missing | ✓ $19/mo for 5 seats |
| Team Plan Price | ~ Royalty / Seat Model | ✓ $25/mo per seat |
| Industry or Enterprise Plan | ~ $1,850/year per seat | ✓ $50/mo per seat |
| Private Cloud Hosting | ✗ No | ✓ Enterprise |
AAA-class 3D without the AAA workflow tax.
You should not have to choose between serious realtime graphics and a modern collaborative workflow. RSX keeps the engine capabilities while rebuilding the project model around how teams actually want to work today.
The Shared Project Is the Source of Truth
No local project clones to keep aligned before work can begin. RSX projects live in the cloud, version automatically and open as the same shared workspace for the entire team.
Create your first projectCollaboration Without Setup
In RSX, realtime co-editing is simply how the project works — no session setup, no shared changelist, no commits or version control prerequisite and no separate persist step.
Explore RSX EngineOpen the Full Editor in a Browser
Give artists, engineers, reviewers and stakeholders access to the same project without installing a heavyweight local editor or distributing project files. Desktop and browser are two ways into the same RSX workspace.
View the feature overviewHigh-End Rendering Without the Workflow Baggage
RSX is built for cinematic realtime rendering, global illumination, physics, animation, large worlds, post processing and extensible scene logic — so moving to a collaborative project model does not mean stepping down to a lightweight viewer.
Explore RSX featuresModern Application Logic with TypeScript
Use native TypeScript with in-engine compilation and hot reload, build visual systems with Carbon Logic, create materials with Carbon Materials and extend the editor without making C++ the default cost of entry.
Explore the code referenceThe Asset and Cloud Pipeline Is Already There
Optimize production geometry and CAD with built-in InstaLOD, manage and generate assets through Polyverse, run 3D processing in the cloud and publish directly to the web from the same ecosystem.
Explore RSX EngineMove one Unreal vertical slice in 4 steps
Don't recreate years of Unreal workflow conventions. Move one representative slice of the production first, prove the visual and technical bar, then use RSX to remove the infrastructure and collaboration overhead around it.
Create an RSX Cloud Project
Start from an RSX project or template. Instead of creating another local repository that needs infrastructure around it, the shared cloud project becomes the team's source of truth immediately.
Create your first projectBring Over a Real Production Scene
Import a representative Unreal scene with production meshes, materials and animations. Use built-in InstaLOD where source geometry or CAD data needs optimization and preparation.
Explore the feature overviewMove C++ and Blueprints into TypeScript and Carbon
Translate the logic that matters into native TypeScript and Carbon Logic. Keep iteration inside RSX with in-engine compilation and hot reload instead of carrying forward engine-specific architecture by default.
Explore the code referenceInvite the Team Instead of Onboarding Workstations
Share the live project, assign access and collaborate immediately. Review in the browser, edit together in realtime and publish web or native deployments from the same project.
Explore RSX EngineHigh-end 3D does not need a high-friction workflow.
Keep the rendering quality and serious engine capabilities. Replace local project copies, source-control choreography, session servers and heavyweight handoffs with one live collaborative workspace.
Nobody else has the full stack.
Your competitors are still assembling their pipeline. You're already shipping.
Everyone else is stitching together six different vendors, wrestling with format conversions, and praying the handoffs don't break. Abstract is the only platform where optimization, materials, collaboration, and delivery were built as one system from day one.
No glue code. No integration nightmares. Just a pipeline that actually works.
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