Rive
Rive

Rive Renderer

A major breakthrough in real-time vector graphics

A major breakthrough in real-time vector graphics

The Rive Renderer draws vector, raster, and 3D graphics on the GPU you already have. It’s built for Rive content, for animation, and for runtime, and it’s open source.

Install the Rive CLI from rive.app/cli, then build a stress test for the Rive Renderer: hundreds of animated vector characters with feathered glows, and crisp text at every size. Add more characters on each click and show the count.
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Open source

The renderer is part of the open-source Rive runtime on GitHub, under the MIT license.

No new hardware

It runs on the GPUs that devices already have, down to an underpowered car GPU.

Matches the Editor

Runtimes that use it draw exactly what you see in the Rive Editor, so new features reach every platform at once.

Thousands of vectors

The Rive Renderer draws an unprecedented amount of vectors on screen, and everything animates and deforms without losing quality.

Perfect text

Text stays crisp at any size, thanks to analytic antialiasing. Fill the screen with animated text without making a dent in framerate.

Effects everywhere

Blurs, glows, and drop shadows work on every platform, because the Rive Renderer draws them the same way everywhere.

What it draws

Vector, raster, and 3D on the GPU

Vector, raster, and 3D on the GPU

Graphics stay crisp at any scale, resolution, or device, and look the same everywhere the file runs.

Analytic antialiasing

The renderer computes how much of each pixel every edge covers, from the shape itself, so curves and text stay smooth at any size.

GPU Canvas

Write shaders once in WGSL and add 3D models, lights, and custom effects to a Rive file, next to your vector art and UI.

Every major graphics API

It draws through Metal, Vulkan, Direct3D, OpenGL, WebGL, and WebGPU, so one file looks the same on every device.

Built for animation

Bones, meshes, morphing paths, and text redraw every frame on the GPU, without losing quality.

FAQ

About the Rive Renderer

About the Rive Renderer

Common questions about the Rive Renderer and where it runs.

Is the Rive Renderer open source?

Yes. It’s part of the Rive runtime on GitHub, under the MIT license.

Which runtimes use it?

It’s available on every platform. Some runtimes can also draw through a platform renderer such as Canvas2D, Skia, or Impeller. On the web, the WebGL 2 package uses the Rive Renderer.

Which features need it?

Vector Feathering needs the Rive Renderer at runtime. Everything else also works with platform renderers, but the Rive Renderer is faster and matches the Editor.

Does it need new hardware?

No. It runs on the GPUs that devices already have, from phones and laptops to an underpowered car GPU.

Which graphics APIs does it use?

Metal, Vulkan, Direct3D, OpenGL, WebGL, and WebGPU, depending on the platform.

Can I use it in my own engine or platform?

Yes. We already work with several companies to integrate the Rive Renderer into their custom platforms. Talk to us about yours.

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