Theres nothing really that you cant do with quest/unity/virtools/<insert package here>, its all about the effort required to get to a certain level of quality, and the publishing.
As a 6-7 year user of virtools, I’d lean towards unity, because of its great publishing and its large helpful community.
prepping for realtime work requires a little extra knowledge/effort to get the most out of it, you want to format your meshes/materials differently if you wish to get the best out of the realtime engines, and really it means keeping your models a lot cleaner than we’re used to now, somewhat along the lines of what was needed 6-7years ago for rendering.
now that we’re in the land of unlimited ram and proxy objects, its progressively harder to just ‘convert’ a scene to realtime without a fair amount of work~
(Not that it can’t be done, but it takes time, [or scripting :)] ! )
A few unity examples I’ve set up:
Link removed ~6mb, AO baked into 4 1024 lightmaps (So its noisy as hell currently), should be playable on most computers.. Realtime Glow, selectable AA settings
Link removed ~7mb, fairly slow on older systems, no baking, just ingame lighting. Realtime AO, Glow, Water.. no model cleanup from the original, thrown together as a quick test.
When you start looking into more complex stuff like realtime reflections, it can start to get a bit complex however.