Smoother Frames, Minimal Video autoplays while on scroll, Rive blocks that have a poster stay on that thumbnail first.
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Smoother Frames, Minimal Video autoplays while on scroll, Rive blocks that have a poster stay on that thumbnail first.
UPDATE: The original site clamps the WebGL renderer at a 2.5 device pixel ratio, which can become extremely GPU-intensive on high-DPI displays. Rendering at that density significantly increases the number of pixels processed per frame, potentially causing higher GPU load, increased memory usage, and Noticeable frame-rate drops—especially on mobile and integrated graphics Laptops.
For now I reworked the renderer’s pixel-ratio strategy, prioritizing a better balance between visual fidelity and real-time WebGL performance instead of forcing unnecessarily expensive rendering across every device.
UPDATE: I cut the render cost. I downloaded rive.wasm into /rive/rive.wasm and pointed to the main App. The pixel-ratio function now returns 1. The WebGL context rework because it asks for high performance and got desynchronized lol. The Three background ratio is clamped to 1 as well. The entry script prefetches the wasm so the first animation is not waiting on a cold fetch.
Original Page of Shopify Renaissance: https://www.shopify.com/editions/winter2026
You can tell its very resource consuming.
I successfully gathered the Shopify Renaissance assets. I pulled Winter 2026 from the live page. The stack was Remix on Oxygen, with Three scenes, .glb and .ktx2 files, and a lot of .riv files. Then i set up the Vanilla Vite Core Structure. This is very challenging A lot of rive files, No wonder why they score 7.92 in Awwwards due to the unoptimized logic of rives.
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