Three engines. Different design constraints. Different categories. Here’s the honest comparison.
| Capability | RakuAI | Unity | Unreal |
|---|---|---|---|
| MCP support | Six tools, runtime, every frame (since March 2026) | Just released: scene manipulation, design time | Not yet |
| AI role | Runtime primitive (every frame) | Editor feature (design time) | Plugin / addon |
| Smart-glasses optimization | Built for it (5 patents from 2012) | General-purpose | Console/VR-first |
| Motion-to-photon target | 18 ms | Varies (60 FPS-focused) | 90+ FPS in VR |
| Dual-device architecture | Native (phone-as-compute, glasses-as-display) | Add-on | Not designed for this |
| Thermal envelope awareness | Native (3 modes, dynamic quality fallback) | Manual | Manual |
| On-device SLM (TFLite) | Native | Plugin | Plugin |
| World-model adapters | First-class (Veo, Runway, custom) | Not supported | Not supported |
| Multi-LLM by default | Yes (Claude/ChatGPT/Gemini/Copilot) | Editor only | Editor only |
| OpenXR conformance | Yes | Yes | Yes |
| Patent estate (smart glasses) | 5 granted patents (priority 2012) | None | None |
| SDK languages | 6 (C#, C++, Python, TypeScript, Swift, Java) | C# | C++/Blueprint |
| License model | Partner-friendly | Per-seat, runtime royalties at scale | Per-seat + royalties |
“We’re not trying to beat Unity at being Unity, or Unreal at being Unreal. We’re building the engine category that doesn’t exist yet: the smart-glasses-native AI runtime.
The smart-glasses category needs a runtime that was designed for it. Unity and Unreal weren’t. We were.”