Rive Blog

Introducing the Rive x Unreal RHI technical preview

Your Rive graphics inside Unreal just got a whole lot more powerful.

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Thursday, September 26, 2024

The Rive x Unreal RHI technical preview is here, bringing a powerful new way to integrate Rive into Unreal’s rendering system. Available today for Windows DX12, with more platforms coming soon. 

What's RHI, and why should you care?

RHI stands for Rendering Hardware Interface, a thin wrapper that makes cross-platform rendering easier. 

With Rive integrated into Unreal’s native rendering system, your Rive graphics now run right through Unreal with much more stability, better performance, and ease. 

It also allows us to someday support other platforms Unreal natively supports, like PlayStation and Nintendo.

How it works

Here’s how you enable technical preview:

  1. In Unreal, go to Project Settings → Plugins → Rive

  2. Check the box “Enable RHI Technical Preview”

  3. Restart the Unreal Editor

Caveats: You must be in DX12 RHI mode, and the technical preview won't work in a packaged game.

Unreal RHI benefits

Here’s what you’re getting with the Unreal RHI integration: 

  • Better performance profiling: You can now use Unreal Insights to dig into performance details. Get deeper analysis on what’s taking up GPU/CPU cycles and optimize with precision.


  • Seamless workflow: You don’t have to change how you work. Rive + Unreal just makes everything smoother, more efficient, and compatible with platforms we couldn’t support before. 


  • Unreal-level performance: Faster rendering and the ability to tap into the same features Unreal already uses. 

The DX12 support is just the beginning. Next up? Consoles and Vulkan support. And after that? We’re integrating with Unity’s RenderGraph. We’re just getting started.

Help us squash bugs

As always, we're working hard to make this integration flawless, but we need your help. Dive into the Unreal RHI integration, test it out, and tell us what bugs you find. Together, we can make this the ultimate tool for developers. Let's push the limits of what's possible with Rive and Unreal.

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