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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).


A CPU-only demo of ThorVG, a high-performance 2D vector graphics engine

I’ve built a demo app to showcase the performance of the ThorVG engine. Key features:

- Each enemy consists of 86 particles, with up to ~300 enemies on screen.

- Full-size (2K) subtle halo glow background bitmap image and 4 × 100 star layers.

- Real-time DropShadow and BlurEffects for ships, missiles, GUI, and outlines.

- At peak load, ~25,000 drawing objects rendered together.

- Runs fully stable at 120+ FPS with the Software Renderer on 2K resolution (tested on Apple M2 Pro).

Demo video: https://www.youtube.com/watch?v=jdnnzmtHy9k

Repo: https://github.com/thorvg/thorvg.janitor

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!



ThorVG is essentially a real-time graphics engine. Sprite sheets are part of Godot's integration strategy, not a limitation of ThorVG.


Current ThorVG itself is more like of a graphics engine; interactivity is typically handled at the toolkit level feature.


Then it's odd that they specifically point it out as not-yet supported.


So far, there is only one announced performance comparison. 'rlottie' is used for animation stickers in the Telegram app.

https://lottiefiles.com/blog/working-with-lottie-animations/...


You might wanna report this to the ThorVG community. (https://github.com/thorvg/thorvg/issues) Maintainers will address it as soon as possible.


it has.


What's the typical modern approach to generating antialiased masks these days?


there are some approaches: Analytic AA, SSAA, MSAA, SDFs, etc.


See this project as well. https://github.com/thorvg/thorvg

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.


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