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.
| 功能 | Unreal Engine | ![]() ![]() |
|---|---|---|
| 协作与项目模型 | ||
| 实时多用户场景编辑? | ✗ 不支持 | ✓ 支持 |
| 多编辑器实时模拟 | ✗ 不支持 | ✓ 支持 |
| 浏览器中的完整编辑器 | ✗ 不支持 | ✓ 支持 |
| 云原生项目? | ✗ 不支持 | ✓ 支持 |
| 通过链接加入项目 | ✗ 不支持 | ✓ 支持 |
| 云端资产自动版本管理 | ✗ 需要版本控制软件 | ✓ 支持 |
| 改动即时同步 | ✗ 不支持 | ✓ 支持 |
| 无需签出 / 签入的协作 | ✗ 不支持 | ✓ 支持 |
| 实时项目讨论 | ✗ 不支持 | ✓ 支持 |
| 基于角色的查看 / 编辑 / 部署权限 | ✗ 不支持 | ✓ 支持 |
| 组织范围的项目引用 | ✗ 不支持 | ✓ 支持 |
| 项目模板 | ✓ 支持 | ✓ 支持 |
| 引擎与渲染 | ||
| 影视级渲染品质 | ✓ 支持 | ✓ 支持 |
| 基于物理的渲染 | ✓ 支持 | ✓ 支持 |
| 全局光照 | ✓ 支持 | ✓ 支持 |
| 反射、景深与体积效果 | ✓ 支持 | ✓ 支持 |
| Hierarchical Mesh Destruction | ✓ 支持 | ✓ 支持 |
| 双精度世界坐标 | ~ Large World Coordinates | ✓ 支持 |
| AI 助手 | ~ MCP Only | ✓ 支持 |
| 节点式材质 | ✓ Material Editor | ✓ Carbon Materials |
| 无代码 / 可视化编程 | ~ Deprecated in UE6 | ✓ Carbon Logic |
| 动画、IK 与状态机 | ✓ 支持 | ✓ 支持 |
| Morph Shapes and Vertex Animations | ✓ 支持 | ✓ 支持 |
| 刚体物理 | ✓ 支持 | ✓ 支持 |
| 软体 / 布料物理 | ✓ 支持 | ✓ 支持 |
| Node-Based AI Agents | ✗ 不支持 | ✓ Carbon Agents |
| 编辑器扩展与插件 | ✓ 支持 | ✓ 支持 |
| 编程 | C++ | TypeScript |
| 引擎内编译与热重载 | ✓ 支持 | ✓ 支持 |
| Effect Volumes and Post-Processing Materials | ✓ 支持 | ✓ 支持 |
| 原生插件 | ✓ 支持 | ✓ 支持 |
| 资产管线与云端 | ||
| 内置 3D 优化 | ✓ 支持 | ✓ 内置 ![]() ![]() |
| 原生 CAD 导入与曲面细分 | ~ Requires Datasmith | ✓ 内置 ![]() ![]() |
| 数字资产管理 | ✗ 不支持 | ✓ 内置 ![]() ![]() |
| 生成式 AI | ✗ 不支持 | ✓ 通过 ![]() 支持 |
| 云端 3D 资产处理 | ✗ 不支持 | ✓ 通过 ![]() 支持 |
| 即时 Web 部署 | ✗ 不支持 | ✓ 支持 |
| 平台 | ||
| Windows 版编辑器 | ✓ 支持 | ✓ 支持 |
| macOS 版编辑器 | ✓ 支持 | ✓ 支持 |
| Linux 版编辑器 | ✓ 支持 | ~ 通过浏览器 |
| 浏览器版编辑器 | ✗ 否 | ✓ 支持 |
| Web 部署 | ✗ 否 | ✓ 支持 |
| 原生桌面端部署 | ✓ 支持 | ✓ 支持 |
| 移动端部署 | ✓ 支持 | ~ 即将推出 |
| 主机与 XR 部署 | ✓ 支持 | ~ 即将推出 |
| 许可选项 | ||
| 免费版 | ✓ 支持 | ✓ 支持 |
| Royalties or Runtime Fees | ✗ 5% Royalty after $1M | ✓ 0% |
| Professionals Plan Price | ✗ 不支持 | ✓ $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 |
| 私有云托管 | ✗ 否 | ✓ 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.
创建您的第一个项目Collaboration 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.
了解 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.
查看功能概览High-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.
探索 RSX 功能Modern 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.
查阅代码参考The 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.
了解 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.
创建 RSX 云端项目
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.
创建您的第一个项目Bring 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.
探索功能概览Move 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.
查阅代码参考Invite 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.
了解 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.
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