Blend2D is a CPU-only rendering engine, so I don't think it's a fair comparison to ThorVG. If we're talking about CPU rendering, ThorVG is faster than Skia. (no idea about Blend2d) But at high resolutions, CPU rendering has serious limitations anyway. Blend2D is still more of an experimental project that JIT kills the compatiblity and Vello is not yet production-ready and webgpu only. No point of arguing fast today if it's not usable in real-world scenarios.
How JIT kills compatibility if it's only enabled on x86 and aaarch64? You can compile Blend2D without it and it would just work.
So no, it doesn't kill any compatibility - it only shows a different approach.
BTW GPU-only renderers suck, and many renderers that have GPU and CPU engines suck when GPU is not available or have bugs. Strong CPU rendering performance is just necessary for any kind of library if you want true compatibility across various platforms.
I have seen many many times broken rendering on GPU without any ability to switch to CPU. And the biggest problem is that more exotic HW you run it on, less chance that somebody would be able to fix it (talking about GPUs).
This demo specifically highlights the Software Renderer (CPU only). GPU backends (OpenGL/WebGPU) are supported, but optimization work is ongoing.
ThorVG is an open-source high-performance 2D vector graphics engine designed for embedded, mobile, and web systems. This demo is intended as a performance showcase and stress test. Feedback and contributions are welcome!
We can make use of a very useful library. ThorVG supports the widest range of the Lottie specification and is an extremely portable and lightweight engine.