See how Needle, 8th Wall, and Unreal Engine compare across key features and capabilities for usage on the web and creating XR experiences for designers, developers and teams.
View all platform comparisonsWeb-first runtime integrated with Unity and Blender plugins, complemented by Needle Cloud for optimization and hosting. Needle | A commercial platform specializing in high-quality, markerless WebAR experiences, featuring a cloud editor and advanced tracking capabilities. 8th Wall | ![]() High-fidelity engine primarily for native games/apps. Web strategy focuses on Pixel Streaming (server-side rendering) or exporting assets (glTF) for use in other web engines. Unreal Engine | |
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Core Platform & Workflow | |||
Solution Type | 3D Engine Cloud Platform Optimization Tool Web Component Needle Solution Type:
3d-engine, cloud-platform, authoring-tool, optimization-tool, web-component A comprehensive suite including a runtime engine, cloud services for optimization/hosting, authoring via Unity/Blender plugins, and embeddable web component output. | Cloud Platform 3D Engine 8th Wall Solution Type:
cloud-platform, authoring-tool, 3d-engine A comprehensive platform providing AR tracking engine, cloud-based IDE (Cloud Editor, Niantic Studio), hosting, and specialized AR features. | Unreal Engine Solution Type:
authoring-tool Primarily an authoring tool for creating experiences delivered via Pixel Streaming. No longer supports direct WebGL/Wasm client export. |
Made for the web | Needle Made for the web:
Yes Built from the ground up for the web, focusing on fast loading, efficient rendering, and cross-platform web deployment. | 8th Wall Made for the web:
Yes Specifically optimized for delivering AR experiences through mobile web browsers. | Unreal Engine Made for the web:
No A high-end engine designed for native performance. Web deployment relies on asset export or streaming. |
Typical Workflows | Unity Editor Blender Editor Code HTML Asset Upload Needle Typical Workflows:
Unity Editor, Blender Editor, Code, HTML, Asset Upload Primary workflow involves using Unity or Blender as the authoring environment, exporting scenes and logic. Custom scripts (TypeScript/JavaScript) extend functionality. | Web Editor Code 8th Wall Typical Workflows:
Web Editor, Code Development occurs in the Cloud Editor or Niantic Studio using JavaScript, HTML, CSS, often integrating with libraries like A-Frame or three.js. | Standalone Editor Visual Scripting Code Unreal Engine Typical Workflows:
Standalone Editor, Visual Scripting, Code Content creation uses the Unreal Editor with Blueprints (visual scripting) or C++. |
Use with Unity | Needle Use with Unity:
Yes Deep integration with Unity Editor via dedicated plugin, allowing export of scenes, C# scripts (transpiled), materials (Shader Graph), animations, and components. | 8th Wall Use with Unity:
No Focuses on web technologies with a custom editor. | Unreal Engine Use with Unity:
No Separate engine. |
Use with Blender | Needle Use with Blender:
Yes Integration with Blender via addon, supporting export of scenes, materials, animations, and custom logic nodes. | 8th Wall Use with Blender:
No Imports standard 3D asset formats like glTF. | Unreal Engine Use with Blender:
No Separate engine. |
Interactivity Building Blocks | Needle Interactivity Building Blocks:
Yes Includes a rich set of components for common interactions, animations, and UI elements. | 8th Wall Interactivity Building Blocks:
Yes Provides AR-specific components for common interactions and UI elements in WebAR experiences. | Unreal Engine Interactivity Building Blocks:
No Components can be created via scripting, but there is no built-in library of interactivity components. |
Extensible with Coding | Needle Extensible with Coding:
Yes Uses TypeScript with full IDE support in both Unity and standalone projects. | 8th Wall Extensible with Coding:
Yes JavaScript API for creating AR experiences, with integration for Three.js, A-Frame, or Babylon.js. | Unreal Engine Extensible with Coding:
Yes Blueprints visual scripting and C++. |
Engine Capabilities | |||
Physically-Based Rendering | Needle Physically-Based Rendering:
Yes Supports Physically Based Rendering (PBR), custom shaders (via Unity Shader Graph export), lighting, and post-processing effects. | Limited 8th Wall Physically-Based Rendering:
Limited Rendering quality depends on the capabilities of the integrated engine. The Studio material model does not support all common PBR features. | Unreal Engine Physically-Based Rendering:
Yes High-end rendering capabilities (Nanite, Lumen, PBR) for desktop and high-performance mobile devices. |
Component System | Needle Component System:
Yes Leverages the component-based architecture of Unity/Blender, extended with custom web-specific components. | 8th Wall Component System:
Yes Depends on the integrated rendering framework (e.g., A-Frame uses ECS). | Unreal Engine Component System:
Yes Uses the Actor-Component model. |
Built-in Networking | Needle Built-in Networking:
Yes Built-in real-time networking for multiplayer and collaborative applications. | 8th Wall Built-in Networking:
No Networking needs to be implemented using external libraries or services. | Unreal Engine Built-in Networking:
Yes Pixel Streaming is fundamentally a networking solution. Unreal Engine has robust native networking. |
Timelines and Sequencing | Needle Timelines and Sequencing:
Yes Supports timeline-based sequencing, complex animations, animator state machines, blending, and more. | 8th Wall Timelines and Sequencing:
No No built-in timeline or sequencing system, relies on manual animation code or framework features. | Unreal Engine Timelines and Sequencing:
Yes Comprehensive Sequencer timeline system for cinematic sequences and complex animation control. |
Animation Controls | Needle Animation Controls:
Yes Supports complex animations authored in Unity (Animator, Timeline) or Blender and exports them for the web. | 8th Wall Animation Controls:
Yes Animation capabilities depend on the chosen rendering engine. | Unreal Engine Animation Controls:
Yes Supports complex animations. |
Animated Materials | Needle Animated Materials:
Yes Supports material animations, shader graph, and procedural material effects. | Via Framework 8th Wall Animated Materials:
Via Framework Depends on the underlying framework used (Three.js, A-Frame, etc.). | Unreal Engine Animated Materials:
Yes Advanced material system with dynamic parameters, material instances, and material functions. |
Audio Playback | Needle Audio Playback:
Yes Supports spatial audio configured via Unity/Blender components. | 8th Wall Audio Playback:
Yes Audio capabilities depend on the chosen rendering engine. | Unreal Engine Audio Playback:
Yes Audio features are part of the engine. |
Video Playback | Needle Video Playback:
Yes Supports video textures and playback controlled via components. | 8th Wall Video Playback:
Yes Supports video textures through integrated rendering engines. | Unreal Engine Video Playback:
Yes Supported within the streamed Unreal application. |
Physics Integration | Needle Physics Integration:
Yes Integrates with physics engines, configured via Unity/Blender components. | 8th Wall Physics Integration:
Yes Physics capabilities depend on the chosen rendering engine. | Unreal Engine Physics Integration:
Yes Physics simulation is part of the engine but not exported via glTF. |
glTF 3D Support | Excellent Needle glTF 3D Support:
Excellent Uses glTF as its core runtime format and supports import of various formats (FBX, USD, VRM etc.) which are converted. | 8th Wall glTF 3D Support:
Yes Supports loading glTF assets. | Unreal Engine glTF 3D Support:
Yes Provides an official importer and exporter for glTF assets. |
Custom User Interfaces | Needle Custom User Interfaces:
Yes Facilitates creation of UI using standard HTML/CSS and frontend frameworks, integrated with the 3D scene. | Limited 8th Wall Custom User Interfaces:
Limited UI is typically created using HTML/CSS overlays or the UI system of the chosen rendering engine. | Unreal Engine Custom User Interfaces:
Yes Features the UMG UI Designer. |
Web Integration & Deployment | |||
Web Component | Needle Web Component:
Yes Exports projects as standard web components (<needle-engine> tag) for easy embedding into any HTML page or web application. | 8th Wall Web Component:
No Experiences are typically loaded via the 8th Wall JS library. | Unreal Engine Web Component:
No Pixel Streaming requires a custom client player. |
PWA Support | Needle PWA Support:
Yes Being web-native, Needle Engine projects can be easily included in Progressive Web Apps for offline capabilities and installation. | 8th Wall PWA Support:
No WebAR experiences created with 8th Wall can be integrated into Progressive Web Apps. | Unreal Engine PWA Support:
No Not supported. |
HTML/CSS Integration | Excellent Needle HTML/CSS Integration:
Excellent Designed to seamlessly integrate with HTML, CSS, and frontend frameworks (React, Vue, Svelte etc.), allowing blending of 2D UI and 3D content. | 8th Wall HTML/CSS Integration:
Yes Allows overlaying HTML/CSS elements for UI. | Unreal Engine HTML/CSS Integration:
No Pixel Streaming client allows some UI customization and JS interaction, but doesn't contain features to make this easy. |
Host Anywhere | Needle Host Anywhere:
Yes The core runtime can be self-hosted on any static server. Needle Cloud features (optimization, hosting, analytics) require the cloud service. | 8th Wall Host Anywhere:
No Requires the 8th Wall platform for tracking and hosting. | Unreal Engine Host Anywhere:
No Pixel Streaming requires significant server infrastructure (GPU instances). glTF export requires only static hosting for assets. |
Asset Hosting | Needle Asset Hosting:
Yes Needle Cloud provides managed hosting and CDN delivery for optimized assets. | Unreal Engine Asset Hosting:
No Requires external hosting. | |
App Hosting | Needle App Hosting:
Yes Needle Cloud provides managed hosting and CDN delivery for optimized applications. | Required 8th Wall App Hosting:
Required Using the 8th Wall platform requires hosting on 8th Wall's servers. | Unreal Engine App Hosting:
No Requires external hosting. |
Performance & Optimization | |||
Engine Size | Medium Needle Engine Size:
Medium Optimized runtime aims for minimal footprint, size depends on included features. | Medium 8th Wall Engine Size:
Medium Includes sophisticated AR tracking libraries. | Large Unreal Engine Engine Size:
Large Not applicable for client-side web builds. |
Loading Performance | Excellent Needle Loading Performance:
Excellent Rapid development cycles and fast loading times through optimized runtime and asset handling. | Moderate 8th Wall Loading Performance:
Moderate Loading time depends on experience complexity and network conditions. | Low Unreal Engine Loading Performance:
Low Pixel Streaming load time involves connecting to the server. |
Runtime Performance | Excellent Needle Runtime Performance:
Excellent Designed for efficient rendering performance across desktop, mobile, and XR devices. | Good 8th Wall Runtime Performance:
Good Offers robust and performant AR tracking, overall performance also depends on rendering complexity. | High (Streaming) Unreal Engine Runtime Performance:
High (Streaming) glTF performance depends on target engine. Pixel Streaming performance is high (server-rendered) but subject to network latency. |
Smart Asset Optimization | Excellent Needle Smart Asset Optimization:
Excellent Needle Cloud provides significant automated optimization: LOD generation, mesh optimization, extensive texture compression (Basis Universal, WebP, JPG, PNG) and resizing options. | 8th Wall Smart Asset Optimization:
No The platform handles some processing, but optimization relies on preparing assets beforehand. | Unreal Engine Smart Asset Optimization:
Yes Features like Nanite/Lumen can pre-process assets. glTF exporter offers texture control. |
Mesh and Texture LODs | Excellent Needle Mesh and Texture LODs:
Excellent Supports automatic mesh simplification, level-of-detail generation and automatic texture compression with multiple quality levels. | 8th Wall Mesh and Texture LODs:
No Relies on optimization being done before asset upload; no dynamic LOD system. | Unreal Engine Mesh and Texture LODs:
Yes Robust LOD system for both meshes and textures with automatic generation options. |
XR Support (AR/VR/Spatial) | |||
VR Support (WebXR) | Needle VR Support (WebXR):
Yes Supports VR headsets via the WebXR standard. | 8th Wall VR Support (WebXR):
No Primary focus is WebAR. | Unreal Engine VR Support (WebXR):
No Very limited experimental support. |
AR Support (WebXR) | Needle AR Support (WebXR):
Yes Supports markerless WebAR on compatible Android devices via the WebXR standard. | 8th Wall AR Support (WebXR):
Yes Provides markerless AR for Android, but requires additional camera permissions and uses more CPU and GPU resources. | Unreal Engine AR Support (WebXR):
No Not supported. |
AR Support (iOS) | Needle AR Support (iOS):
Yes Supports interactive markerless WebAR on iOS devices via WebXR. | 8th Wall AR Support (iOS):
Yes Provides markerless AR for iOS, but requires additional camera permissions and uses more CPU and GPU resources. | Unreal Engine AR Support (iOS):
No Not supported. |
AR Support (visionOS) | Needle AR Support (visionOS):
Yes Explicit support for creating spatial computing experiences deployable on visionOS. | 8th Wall AR Support (visionOS):
No Focus is on mobile WebAR. | Unreal Engine AR Support (visionOS):
No Pixel Streaming is a potential path. Native visionOS support exists. |
AR Tracking Types | Surface Image Needle AR Tracking Types:
Surface, Image Supports World Tracking via the WebXR standard on compatible devices. Image tracking is supported on iOS AR but requires a device-specific flag for Android AR. | Surface Image Face VPS 8th Wall AR Tracking Types:
Surface, Image, Face, VPS Offers a comprehensive suite of advanced AR tracking capabilities, including location-based VPS. | Unreal Engine AR Tracking Types:
No AR tracking would need to be handled by the custom Pixel Streaming client application. |
Ecosystem & Support | |||
Official Support Availability | Needle Official Support Availability:
Yes Dedicated support available for licensed users. | 8th Wall Official Support Availability:
Yes Support available through paid plans. | Unreal Engine Official Support Availability:
Yes Paid support and enterprise options available. |
Learning Resources | Needle Learning Resources:
Yes Extensive documentation, tutorials, live samples, and active community support. | Good 8th Wall Learning Resources:
Good Offers project library, documentation, and tutorials. | Unreal Engine Learning Resources:
Yes Vast library of learning content on the Epic Developer Community and elsewhere. |
License | Commercial Needle License:
Commercial Commercial license required for full features and deployment. Free evaluation available. | Commercial | Commercial Unreal Engine License:
Commercial Free to use up to a revenue threshold, then royalty-based or custom licensing. |