RDJ just kicked off the hype around @specs ! 2027 is going to be the year of AR glasses, and @rive_app is so ready for it! I've been working on a little hologram project using Rive CLI + Quest 3, pushing what's possible with Rive in mixed reality and seeing just how far the Rive GPU renderer can go. Yep, the entire experience is rendered using Rive GPU! It's kind of unbelievable how quickly we've gone from "we can do 3D" to THIS! So freaking proud of the dev team at Rive! Exciting times ahead! 🚀
Rive on X
The largest group on the page, 41 people, is awe at finished Rive work — games, 3D scenes and vector character animation, much of it credited to the Rive CLI. Lag is the loudest complaint, and nearly every question is how something was made.
First written 27 Oct · what changed · from 156 posts by 98 people
Tracking posts that say “@rive_app”
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Tone· 112 posts from 75 people· written 27 Oct
How do people feel about Rive?
Awe at what people build with Rive is the most common note, from 41 people, with plain enthusiasm next at 30. The wow is mostly about finished things — whole games, 3D scenes and all-vector character work — rather than about the editor.
Most of the talk reacts to what people have shipped: a game built inside a single Rive file and published with no HTML, CSS or JavaScript, a Quest 3 hologram rendered entirely on the Rive GPU renderer, character and mascot work kept as vectors ("Look it's all VECTORS!"). Some onlookers say they didn't know it could do 3D menus at all, and one calls a browser piece the most impressive thing they have seen there.
Beneath that, 30 people are simply warm about the tool: telling followers it is the one thing to learn this weekend, calling it "insanely good", cheering its arrival in automotive HMI. 10 single out the CLI and agent workflow, saying builds got easier than expected and that prompting with live reload let them spend more time on the creative side. 7 are impressed but uncommitted, planning to test it — one on a Google TV launcher. A minority of 4 enjoy it and find it hard going: "not for the weak", hours of trial and error, every state still to wire.
- Awed by what it can do52
- Enthusiastic38
- Loves the CLI workflow11
- Curious, planning to try7
- Likes it, with reservations4
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Look it's all VECTORS! I think only @rive_app can do this
Literally if there’s one tool you should know use and learn it’s @rive_app this is the weekend go go go!
Updates on Hallo Lane! Loved creating these assets in @rive_app 💖especially the main character! The workflow has been super smooth. We have a shared folder in a Rive space, and @guidorosso pulls everything he needs directly into the project using the Rive CLI. Working with the agent sped things up and let us focus more on the creative side! Check it out! link 🍬🍭🎃
Hey as long as it works 🤣 I am going to play with @rive_app to put a new launcher on Google TV. Been doing the App Mode Only but even that gets bogged down with each update.
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Pain points· 11 posts from 10 people· written 27 Oct
What do people complain about with Rive?
The largest group, 5 people, is on lag and frame rate; everything else is one or two people. The reports are about Rive-made experiences stuttering, not about crashes or pricing.
The frame-rate reports are concrete: a live interaction that "lags like crazy" on an iPhone X, with the person who built it replying that they are working on optimisation for phones; a "pretty powerfull Legion laptop" that lags with no setting offered to fix it; a rebuild noted for the same trouble. One puts it as a cost of the runtime: "rive runtime overhead really is crazy when you just need clean microinteractions."
Smaller, sharper complaints follow. 2 people say AI coding agents don't grasp Rive's features and have to be reminded of them, and suggest building a library of skills about Rive functionality so the agent can draw on it. 2 describe the effort: "wiring up every state is the chore", and a two-hour build spent much of its time on small tweaks to look right from different angles. One person is stuck because compiled .riv files can't be edited and the editable sources weren't shared.
- Lag and frame-rate trouble5
- AI agents need Rive skills3
- Takes real effort to get right2
- Can't edit compiled .riv files1
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Looks really good but it lags like crazy on my iPhone X
i've got pretty powerfull Legion laptop with core9 and it lags on my setup. How come? any settings to change?
rive runtime overhead really is crazy when you just need clean microinteractions
I started a side library yes for the shader effects. The only skills I have are like "use this feature of Rive". The AI doesn't seem to comprehend how good Rive is yet, so you have to keep reminding it of features.
the cli handling setup is a nice split. giving a character personality is the fun part, wiring up every state is the chore
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Alternatives· 6 posts· written 27 Oct
What are the alternatives to Rive?
No alternative has a crowd here: Unreal is the only name with more than one person behind it, at 2, and both of them are arriving from it. Everything else is one person each.
The Unreal talk is about leaving it. One person remembers going all out to build a similar FUI demo in Unreal when the HTC Vive launched and now wants to free up time to dive into Rive; another tells game developers upset about Epic killing off Blueprints in UE6 to keep an eye on Rive. Neither compares the two in detail.
The rest are single voices. One came from Nuke and says they fell in love with Rive. One expected another Figma or Sketch and now calls it "a 2D version of Houdini FX", drawn to the node-based logic. One finalized a design in code first and then tried building it in Rive. One suggests starting an MVP in Masko on a budget and rebuilding it in Rive once the app earns money. What people weigh Rive against is their previous pipeline, not a rival animation tool.
- Unreal Engine2
- Nuke1
- Designing in code1
- Houdini1
- Masko1
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Game developers sad about Epic killing off Blueprints in UE6 should keep an eye on @rive_app. It's getting better and better everyday. link
Sweet! I remember going all out to implement a FUI demo of a similar kind in Unreal, back when HTC Vive just launched. I'm glad that the tools are evolving! Can't wait to free up some time and dive into Rive to build something special
OH.....MY.....GOD! Lets go!! As someone coming from using Nuke to falling in love with @rive_app this makes me so stoked for the future. Incredible sneak peak!! Can't wait! #rive
@alxgibsn @guidorosso This is freaking insane. I've got to admit, I thought Rive was gonna be another Figma or Sketch, but every time I wake up and see an update, I get dumbfounded wow!!! This is like a 2D version of Houdini FX. I love node-based logic; it's so hot. Can't wait!!
There’s not much to it. I initially finalized the design in code and decided to try it in Rive. Here’s the screen recording of my prompt.
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Questions· 26 posts from 20 people· written 27 Oct
What do people ask about Rive?
Nearly all of the asking is "how was this made": 15 of the 20 people here want the technique behind a build. The rest is a scattering of practical questions — 3D, source files, TV and headset, price — with one or two people each.
The technique questions follow what people just saw. They ask which Rive feature was used (Auto Trace, Auto Weights, data binding for a costume colour), how strokes export, "vector paths or baked meshes", and whether a character had to be rigged the classic way or was uploaded as 2D images. Others ask how a background scene was put together, how procedural audio works, how shaders were made to load outside the preview build, and why a stack went Rive to React before JUCE. One asks which bottleneck a demo removed.
The smaller questions are about limits and access. 2 people ask whether it is only 2D or can do 3D — ray tracing, realistic textures, built-in scripts for 3D scenes. 2 ask for the source: the demo code, or the original editable files behind published work. 2 want to know how a build gets onto a TV or a headset, and whether that means Unity, Unreal or a custom runtime. One asks whether a project needs a monthly subscription.
- How was this made?18
- Is it only 2D, or can it do 3D?3
- Can I get the source files or code?2
- How do I get it running on a TV or headset?2
- Does it need a subscription?1
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Rigging freehand strokes with bones is usually the hard part, hand drawn feel and clean deformation rarely survive together. How do the strokes export, vector paths or baked meshes? That decides how smooth it runs at runtime.
Did you need to rig the character? (Inthe classic way) Or did you upload 2d images and the software did the rest?
Very cool! Did you use the Auto Trace/Auto Weights feature for the mesh? You can probably turn it down so it uses less subdivisions and still achieves the same effect. Your agent can probably optimize it with the CLI!
The big product difference is what happens mid-animation. If an upload fails while Luvu is still celebrating an earlier action, I want the error state to win immediately. Is that priority handled in this state machine, or by the app sending events?
Raytracing in rive ???? One seeming limitation is realistic graphics and textures but maybe wrong
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Wishes· 8 posts from 7 people· written 27 Oct
What do people want from Rive?
The biggest group is running Rive natively on more platforms, at 2 people. Everything else is a single request from one person, so this is a scattering of small asks rather than a movement.
The platform wish is about reach beyond the browser: running Rive experiences natively rather than through the Spectacles web browser, a Rive runtime for Lens Studio, and a question about open-sourcing the custom OpenXR runtime used for a Quest 3 demo. All of it comes from people watching mixed-reality work built with the Rive CLI.
The single asks are practical and specific: make the export function free; deepen and make more efficient Rive's integration into the web; a plugin or script "similar to AEUX" to bridge Figma and Rive; an option to preview animations playing in outline mode, which one person calls "next level"; and math.random returning decimal values rather than whole numbers when a scale range is set. One of these sits alongside praise — the web-integration wish opens with liking Rive's potential rather than a complaint.
- Native support on more platforms3
- Make export free1
- Deeper web integration1
- A Figma-to-Rive bridge1
- Play in outline mode1
- Decimal values from math.random1
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I guess by running Rive through the Spectacles Web Browser? I hope we can run Rive experiences natively one day.
Rive runtime for Lens Studio when? 👀 @nickross4444 @icanberk @TerekJudi
That’s awesome. The resulting APK must be tiny compared to what Unity or Unreal would create. Any plans to open source this custom OpenXR runtime for Rive?
I'd prefer a plugin or script as well similar to AEUX for making a bridge between figma and rive
Optional play in outline mode would be next level
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In their words
How do people talk about Rive?
The phrases people use most, counted once per person.
- 1“rive cli”12
- 2“gpu canvas”6
- 3“rive file”5
- 4“data binding”4
- 5“state machines”4
- 6“game engine”4
- 7“luau scripting”3
- 8“rive runtime”2
- 9“whole game”2
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