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Rive Renderer for real-time vector graphics is now open source

rive.app

21–30 of 134 posts

Re: Rive Renderer for real-time vector graphics is now open source

#21
How does the rendering performance of this compare to something like Skia or Pathfinder? Note that the latter can also optionally do the paths-to-triangles conversion step using GPU compute, if the hardware supports that. There's also Vello for a more comprehensive compute-based approach to 2D rendering.

Re: Rive Renderer for real-time vector graphics is now open source

#22
post #14

Didn't we already do this experiment with Flash? Macromedia/Adobe made the player free, and charged for tools. In the same way, it seems that Rive wants to open source the player and then charge for the editor. Maybe its a bit different since Rive seems targeted at game devs using other platforms like Unity and Unreal - presumably to embed things like cinematics? But then of course you have this (OSS) player, which i…

That's a really great comparison, and great point that this is just the renderer. I'm happy to see it released under an MIT license, but I wonder how many OSS tools there are to build compatible content, and how easy it would be to build exporters from other formats in existing tools.

Our entire runtime and format are open-source. https://rive.app/runtimes We charge for the editor, but everything else is open.

Re: Rive Renderer for real-time vector graphics is now open source

#23
post #20

There's a lot of active research around rendering 2-d vector graphics with GPU tessellation (Raph Levien's work for instance), so this is pretty cool that they're shipping a product with this technique. I've never used Rive so I'm wondering if its strictly for making cool animations or if it can be used for building dynamic UI's (the kind that you might use an immediate mode gui lib for)?

We have customers shipping full UI with Rive! Games have been adopting us (some cool AAA titles already in progress) and products too. https://rive.app/game-ui https://rive.app/blog/how-age-of-learning-uses-rive-to-a-b-t...

Re: Rive Renderer for real-time vector graphics is now open source

#24

How does the rendering performance of this compare to something like Skia or Pathfinder? Note that the latter can also optionally do the paths-to-triangles conversion step using GPU compute, if the hardware supports that. There's also Vello for a more comprehensive compute-based approach to 2D rendering.

We need to do some newer benchmarking, the Rive Renderer has gotten faster since these initial tests: https://twitter.com/guidorosso/status/1595187838454140928

Re: Rive Renderer for real-time vector graphics is now open source

#25
post #15

Didn't we already do this experiment with Flash? Macromedia/Adobe made the player free, and charged for tools. In the same way, it seems that Rive wants to open source the player and then charge for the editor. Maybe its a bit different since Rive seems targeted at game devs using other platforms like Unity and Unreal - presumably to embed things like cinematics? But then of course you have this (OSS) player, which i…

Flash was great, someone creating a better Flash has been long overdue. I think Rive looks like a great attempt at a new Flash.

The Flash tooling is still around, actually. It's now called Adobe Animate and targets existing web standards.

Re: Rive Renderer for real-time vector graphics is now open source

#26
post #5

Is the idea to supplant lottie?

Seems so: https://rive.app/blog/rive-as-a-lottie-alternative

I'm not sure how intellectually honest that is.

The animation of the walking bird is 246kB MP4. Bigger than Rive, sure, but it essentially takes no heap or runtime, which is at least 195kB of WASM.

The walking bird animation could probably be optimized much further through automatic decisions that the encoders can take.

You shouldn't use either Lottie or Rive for static animations.

Re: Rive Renderer for real-time vector graphics is now open source

#27

How does the rendering performance of this compare to something like Skia or Pathfinder? Note that the latter can also optionally do the paths-to-triangles conversion step using GPU compute, if the hardware supports that. There's also Vello for a more comprehensive compute-based approach to 2D rendering.

Looking at the GPU tech used and the committer names in that repo, I'm pretty confident this will at very least compete with both Skia and Pathfinder. I'm not super familiar with Vello.

These are solid tech choices by people who know what they're doing... definitely worth the effort to check its performance and quality out for yourself.

These GPU-first renderers all have slightly different approaches and each probably occupies a best-in-class niche for some multidimensional space of quality x performance x hardware/driver support x ease of integration. If you're not happy with one of the four, the others are all worth checking out.

Re: Rive Renderer for real-time vector graphics is now open source

#28

How does the rendering performance of this compare to something like Skia or Pathfinder? Note that the latter can also optionally do the paths-to-triangles conversion step using GPU compute, if the hardware supports that. There's also Vello for a more comprehensive compute-based approach to 2D rendering.

At least one of their runtime implementations I checked out was implemented on top of Skia. Looks like they support a number of possible backends!

Re: Rive Renderer for real-time vector graphics is now open source

#29
post #6

> It isn’t hyperbolic to say what you can do with Rive is about to change in an earth-shattering way. Actually, I think this is exactly what "hyperbolic" means

If not, that would be extremely concerning.

"We've studied their language enough to get a good understanding. It seems the creatures on this planet created the source of their own undoing - a UX so well antialiased, so quickly rendered, that it shattered the planet."
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