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Reddit Data API
Subreddits, posts, comments and search from across Reddit.
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Example (captured live)
github.com
ExampleJSON responseclick the page to trace a field
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"id": "1vrcgbi",
"fullname": "t3_1vrcgbi",
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"title": "Both episodes of Half-Life 2 are now playable standalone on Quest",
"author": "s3551",
"subreddit": "virtualreality",
"selftext": "Both episodes of Half-Life 2 (as well as the base game) are now playable standalone on the Quest. Since this is still early in development there may be performance issues, especially in the episodes, as well as bugs. Please let me know if you notice anything wrong.",
"selftext_html": "<!-- SC_OFF --><div class="md"><p>Both episodes of Half-Life 2 (as well as the base game) are now playable standalone on the Quest. Since this is still early in development there may be performance issues, especially in the episodes, as well as bugs. Please let me know if you notice anything wrong.</p>
</div><!-- SC_ON -->",
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"title": "X a publié le code source de son algorithme pour la page "ton feed"",
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"scraped_at": "2026-08-18T09:36:12.375472+00:00",
"title": "We all deserve high-quality MiniMax H3 previews using the tiny VAE (taeh3.safetensors) natively, without KJNodes. Please upvote this GitHub Comfy issue.",
"author": "Scriabinical",
"subreddit": "StableDiffusion",
"selftext": "We all love MiniMax H3, but the latent2rgb previews suck ass. They're blurry, and sometimes it's hard to make out what's happening, making it so you don't know whether to finish a video that may take tens of minutes to generate.
When implemented, this would allow us to place taeh3.safetensors into ComfyUI/models/vae\_approx and enjoy high quality latent previews when using MiniMax H3. It's basically the same TAE as we saw for Flux 2 Klein 9B or some other models, but trained by the original TAE guy (madebyollin).
taeh3.safetensors link:
[`https://github.com/madebyollin/taehv/blob/main/safetensors/taeh3.safetensors`](https://github.com/madebyollin/taehv/blob/main/safetensors/taeh3.safetensors)
It saves time and effort when making videos. Currently, you have to use Kijai's Model Preview Override node. ",
"selftext_html": "<!-- SC_OFF --><div class="md"><p>We all love MiniMax H3, but the latent2rgb previews suck ass. They&#39;re blurry, and sometimes it&#39;s hard to make out what&#39;s happening, making it so you don&#39;t know whether to finish a video that may take tens of minutes to generate.</p>
<p>When implemented, this would allow us to place taeh3.safetensors into ComfyUI/models/vae_approx and enjoy high quality latent previews when using MiniMax H3. It&#39;s basically the same TAE as we saw for Flux 2 Klein 9B or some other models, but trained by the original TAE guy (madebyollin).</p>
<p>taeh3.safetensors link:</p>
<p><a href="https://github.com/madebyollin/taehv/blob/main/safetensors/taeh3.safetensors"><code>https://github.com/madebyollin/taehv/blob/main/safetensors/taeh3.safetensors</code></a></p>
<p>It saves time and effort when making videos. Currently, you have to use Kijai&#39;s Model Preview Override node. </p>
</div><!-- SC_ON -->",
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"scraped_at": "2026-08-18T09:36:12.375481+00:00",
"title": "TAE high quality previews are live in the latest nightly Comfy build :)",
"author": "Scriabinical",
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"url": "https://github.com/Comfy-Org/ComfyUI/pull/15695",
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"scraped_at": "2026-08-18T09:36:12.375489+00:00",
"title": "Doom 64 Ray Tracing - Release",
"author": "WinterElfeas",
"subreddit": "Doom",
"selftext": "Hello everyone,
Yesterday I teased some screenshots of **Doom 64 RT**, and I feel like the last release is quite playable.
**So ... here it is**! If you want TLDR in the README, simply follow the [install steps](https://github.com/jlrouzies-fr/doom64-rt#install).
Some notes / warnings:
* I did not yet do a full playthrough, I did load most maps to detect and remove all fake scripted lights and textures, but there could be a few here and there left
* Flashlight (shortcut F by default) is pretty much mandatory
* Every level except a few have a moon casting light shafts, this is to counter the fact that without it, they would always be in pure dark. I still had colored clouds implemented to try to match original, e.g. on level 12 with purple sky / cloud.
* Performance is harder than Doom 2 RT, I have some plan for optimization, will update as soon as something working is ready. So you might go harder on upscaling.
* If you are allergic to AI copilot coding, well ... sad news for you 🫠
Looking forward to bug / wrongly rendered scenes reports if you find some, and hope you enjoy the few HUD and visual additions!
Good rip and tear!
",
"selftext_html": "<!-- SC_OFF --><div class="md"><p>Hello everyone,</p>
<p>Yesterday I teased some screenshots of <strong>Doom 64 RT</strong>, and I feel like the last release is quite playable.</p>
<p><strong>So ... here it is</strong>! If you want TLDR in the README, simply follow the <a href="https://github.com/jlrouzies-fr/doom64-rt#install">install steps</a>.</p>
<p>Some notes / warnings:</p>
<ul>
<li>I did not yet do a full playthrough, I did load most maps to detect and remove all fake scripted lights and textures, but there could be a few here and there left</li>
<li>Flashlight (shortcut F by default) is pretty much mandatory</li>
<li>Every level except a few have a moon casting light shafts, this is to counter the fact that without it, they would always be in pure dark. I still had colored clouds implemented to try to match original, e.g. on level 12 with purple sky / cloud.</li>
<li>Performance is harder than Doom 2 RT, I have some plan for optimization, will update as soon as something working is ready. So you might go harder on upscaling.</li>
<li>If you are allergic to AI copilot coding, well ... sad news for you 🫠</li>
</ul>
<p>Looking forward to bug / wrongly rendered scenes reports if you find some, and hope you enjoy the few HUD and visual additions!</p>
<p>Good rip and tear!</p>
</div><!-- SC_ON -->",
"url": "https://github.com/jlrouzies-fr/doom64-rt",
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"id": "1vqzud4",
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"scraped_at": "2026-08-18T09:36:12.375496+00:00",
"title": "llama.cpp adaptive MTP PR#27210",
"author": "Look_0ver_There",
"subreddit": "LocalLLaMA",
"selftext": "Just wanted to raise some attention to this PR I filed if anyone would like to try it out.
This adds an adaptive MTP mode to llama.cpp which employs a fairly simple counting-style state machine to determine the appropriate depth to set the MTP depth to dynamically.
The goal here was to make it so people can stop worrying about what the best MTP depth to use is, and just let the server figure it out as it goes.
Compared to an MTP of 3, then for very dense hard to predict prose and regular prose the typical performance is about 3% worse than before. In some scenarios it will average higher for regular prose, but I want to set expectations fairly.
When generating code though, or when recalling content from earlier in the conversation, then this is where the big wins come. Coding is typically 10-15% better than before, but when recalling code from the thinking phase, then speeds can be greater than 50% faster than regular MTP=3 generation.
If the model is asked to change a couple of lines in a file though, and it chooses to rewrite the whole file from memory, which can happen, then in those instances generation can be up to 100% faster than normal MTP=3.
When recalling prose, the gains are more modest, being around +20-30%
The higher your temperature is, then the more unpredictable the model output is, and in those instances the adaptive MTP won't fare a whole lot better than regular MTP=3, although for code it will generally still do a little better.
I'm hope some of the more keen members here can try it out and see if it helps or not.
My recommended configuration for it is: **--spec-type draft-mtp-adaptive --spec-draft-n-max 12**
which will allow the depth to range from 3 up to 12
A lower depth floor can be set with the **--spec-draft-n-min-adaptive** option if you want to change the default depth floor of 3.",
"selftext_html": "<!-- SC_OFF --><div class="md"><p>Just wanted to raise some attention to this PR I filed if anyone would like to try it out.</p>
<p>This adds an adaptive MTP mode to llama.cpp which employs a fairly simple counting-style state machine to determine the appropriate depth to set the MTP depth to dynamically.</p>
<p>The goal here was to make it so people can stop worrying about what the best MTP depth to use is, and just let the server figure it out as it goes.</p>
<p>Compared to an MTP of 3, then for very dense hard to predict prose and regular prose the typical performance is about 3% worse than before. In some scenarios it will average higher for regular prose, but I want to set expectations fairly.</p>
<p>When generating code though, or when recalling content from earlier in the conversation, then this is where the big wins come. Coding is typically 10-15% better than before, but when recalling code from the thinking phase, then speeds can be greater than 50% faster than regular MTP=3 generation.</p>
<p>If the model is asked to change a couple of lines in a file though, and it chooses to rewrite the whole file from memory, which can happen, then in those instances generation can be up to 100% faster than normal MTP=3.</p>
<p>When recalling prose, the gains are more modest, being around +20-30%</p>
<p>The higher your temperature is, then the more unpredictable the model output is, and in those instances the adaptive MTP won&#39;t fare a whole lot better than regular MTP=3, although for code it will generally still do a little better.</p>
<p>I&#39;m hope some of the more keen members here can try it out and see if it helps or not.</p>
<p>My recommended configuration for it is: <strong>--spec-type draft-mtp-adaptive --spec-draft-n-max 12</strong><br/>
which will allow the depth to range from 3 up to 12</p>
<p>A lower depth floor can be set with the <strong>--spec-draft-n-min-adaptive</strong> option if you want to change the default depth floor of 3.</p>
</div><!-- SC_ON -->",
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"title": "Proposal: An official Lean formal semantics for C# · dotnet/csharplang · Discussion #10314",
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"title": "Fyrox Game Engine now supports wgpu",
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"selftext": "The default graphic server is still OpenGL-based, because it is the most stable and well tested. To enable support of wgpu use `backend_wgpu`feature of the engine. As far as I'm aware wgpu support has some quirks here and there which will be resolved in the future. This post is mostly a call for the community to help with wgpu implementation and make it as stable as OpenGL one. Once it's done, OpenGL impl can be removed entirely.",
"selftext_html": "<!-- SC_OFF --><div class="md"><p>The default graphic server is still OpenGL-based, because it is the most stable and well tested. To enable support of wgpu use <code>backend_wgpu</code>feature of the engine. As far as I&#39;m aware wgpu support has some quirks here and there which will be resolved in the future. This post is mostly a call for the community to help with wgpu implementation and make it as stable as OpenGL one. Once it&#39;s done, OpenGL impl can be removed entirely.</p>
</div><!-- SC_ON -->",
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"title": "I did a clicker trainer pc program some time ago. Now it's back.",
"author": "MagnaThyrsus",
"subreddit": "FurryGoonPit",
"selftext": "And better than ever baby!
Some of you may know me for my clicker trainer shenanigans a while back.
Well now it's better than ever and also Open Source.
Here's the link to the GitHub.
If anyone wants the story behind this I'll edit the post.",
"selftext_html": "<!-- SC_OFF --><div class="md"><p>And better than ever baby!</p>
<p>Some of you may know me for my clicker trainer shenanigans a while back.</p>
<p>Well now it&#39;s better than ever and also Open Source.</p>
<p>Here&#39;s the link to the GitHub.</p>
<p>If anyone wants the story behind this I&#39;ll edit the post.</p>
</div><!-- SC_ON -->",
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"id": "1vqsftg",
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"scraped_at": "2026-08-18T09:36:12.375530+00:00",
"title": "Unreal Azeroth is a scam - proven",
"author": "kasperfriend",
"subreddit": "wowservers",
"selftext": "Sorry for titling with Github link, but you MUST read that in case you're in terested in that project
Basically, they injected a license into the client so no one can play it on other servers than theirs. Is it Azeroth for all?(which is stated on their website)
Furthermore, even character list requires license lmao, so you definitely should avoid that
Aside from licensing drama, launcher asks you to install certificates, as they say, "to let you share files to other people". Guess which files and to whom, this is clearly "press yes to send your passwords to us"
And lastly, they didn't even care to remove russian word "release" in the game login screen, and they operate in that law-free zone, thinking they can suck money out of your "voluntary donations" in private bitcoin
Stay away and stay safe, dudes
EDIT: The dev(iThorgrim\_exe) contacted me and he is NOT MMORPGDev, these are separate people for anyone confused in comments",
"selftext_html": "<!-- SC_OFF --><div class="md"><p>Sorry for titling with Github link, but you MUST read that in case you&#39;re in terested in that project</p>
<p>Basically, they injected a license into the client so no one can play it on other servers than theirs. Is it Azeroth for all?(which is stated on their website)</p>
<p>Furthermore, even character list requires license lmao, so you definitely should avoid that</p>
<p>Aside from licensing drama, launcher asks you to install certificates, as they say, &quot;to let you share files to other people&quot;. Guess which files and to whom, this is clearly &quot;press yes to send your passwords to us&quot;</p>
<p>And lastly, they didn&#39;t even care to remove russian word &quot;release&quot; in the game login screen, and they operate in that law-free zone, thinking they can suck money out of your &quot;voluntary donations&quot; in private bitcoin</p>
<p>Stay away and stay safe, dudes</p>
<p>EDIT: The dev(iThorgrim_exe) contacted me and he is NOT MMORPGDev, these are separate people for anyone confused in comments</p>
</div><!-- SC_ON -->",
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"id": "1vrh2dx",
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"scraped_at": "2026-08-18T09:36:12.375544+00:00",
"title": "Anyone use MMH3 FaceDetailer?",
"author": "reeight",
"subreddit": "StableDiffusion",
"selftext": "Seems like an interesting project; from what I take from the demo is it helps refine the faces in the distance instead of the face being a blurry mess. Does not seem to have a big impact on closer faces (it is not a 'detailer' or 'realism slider').
Does anyone have their own tips or demos for it? Seems complicated....",
"selftext_html": "<!-- SC_OFF --><div class="md"><p>Seems like an interesting project; from what I take from the demo is it helps refine the faces in the distance instead of the face being a blurry mess. Does not seem to have a big impact on closer faces (it is not a &#39;detailer&#39; or &#39;realism slider&#39;).</p>
<p>Does anyone have their own tips or demos for it? Seems complicated....</p>
</div><!-- SC_ON -->",
"url": "https://github.com/Carasibana/ComfyUI-H3-FaceRefine",
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"id": "1vrciqq",
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"title": "TrollTips: A modified TrollInstallerX that removes the need for a persistence helper and hides TrollStore by installing TrollStore directly to Tips.",
"author": "MoistAnteater2346",
"subreddit": "jailbreak",
"selftext": "Install Instructions:
\-Download and Sideload IPA from releases
**-If you have previously installed a persistence helper in Tips, uninstall it in the Tips app.**
\-When prompted to install a persistence helper, scroll down to the bottom and select "No persistence helper"
\-After the install finishes, there will be 2 TrollStore apps on your home screen. Remove the one that was NOT installed to the Tips app by going into trollstore settings and hitting uninstall trollstore then preserve apps, this will leave you with a single Trollstore installed in the Tips app. App registrations can still be refreshed in settings tab > refresh app registrations",
"selftext_html": "<!-- SC_OFF --><div class="md"><p>Install Instructions:</p>
<p>-Download and Sideload IPA from releases</p>
<p><strong>-If you have previously installed a persistence helper in Tips, uninstall it in the Tips app.</strong></p>
<p>-When prompted to install a persistence helper, scroll down to the bottom and select &quot;No persistence helper&quot;</p>
<p>-After the install finishes, there will be 2 TrollStore apps on your home screen. Remove the one that was NOT installed to the Tips app by going into trollstore settings and hitting uninstall trollstore then preserve apps, this will leave you with a single Trollstore installed in the Tips app. App registrations can still be refreshed in settings tab &gt; refresh app registrations</p>
</div><!-- SC_ON -->",
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"id": "1vr2mwp",
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"scraped_at": "2026-08-18T09:36:12.375558+00:00",
"title": "Fixed the Titan 2's keyboard scrolling. It was faking finger drags on your screen",
"author": "vhnvn",
"subreddit": "unihertz",
"selftext": "If scrolling from the Titan 2 keyboard has ever opened an app, dragged an icon, selected text, or triggered pull-to-refresh, I found out why.
The keyboard surface is configured as a second touchscreen. The firmware takes its touch coordinates, shifts Y by 360 pixels, and sends them into the display:
if (device is "touchPad" && forceScroll && portrait && height == 1440)
Y += 360.0f;
So "keyboard scrolling" is literally Android receiving a finger drag across the middle of your screen. Apps can't distinguish it from touching the display yourself.
I wrote a Magisk module that replaces this behavior:
[https://github.com/vhqtvn/titan2-better-keyboard-scroll-module](https://github.com/vhqtvn/titan2-better-keyboard-scroll-module)
It grabs the keyboard touch panel exclusively, so the stock fake touches never reach Android, then converts finger movement into proper scroll events.
That means:
* no phantom taps, dragged icons, or pull-to-refresh
* no mouse cursor
* smoother scrolling
* the keyboard surface maps proportionally to the screen, so you can aim where you scroll
* normal typing doesn't trigger scrolling
* the stock "Touchpad scroll assistant" Quick Settings tile still turns it on/off
Requirements: Titan 2 + Magisk/root. I've tested it on V01.00.14 / Android 16. The module reads the panel ranges at runtime, so it should be less firmware-dependent, but I've only tested my own device.
Install the zip through Magisk and reboot. Disable/delete the module and reboot to remove it. Nothing in `/system` is modified.
Source and releases are on GitHub. Builds are reproducible with a pinned NDK and deterministic archive, so you can build it yourself and compare the resulting ZIP checksum.
If anyone tries it on another firmware version, I'm interested in how it behaves.",
"selftext_html": "<!-- SC_OFF --><div class="md"><p>If scrolling from the Titan 2 keyboard has ever opened an app, dragged an icon, selected text, or triggered pull-to-refresh, I found out why.</p>
<p>The keyboard surface is configured as a second touchscreen. The firmware takes its touch coordinates, shifts Y by 360 pixels, and sends them into the display:</p>
<pre><code>if (device is &quot;touchPad&quot; &amp;&amp; forceScroll &amp;&amp; portrait &amp;&amp; height == 1440)
Y += 360.0f;
</code></pre>
<p>So &quot;keyboard scrolling&quot; is literally Android receiving a finger drag across the middle of your screen. Apps can&#39;t distinguish it from touching the display yourself.</p>
<p>I wrote a Magisk module that replaces this behavior:</p>
<p><a href="https://github.com/vhqtvn/titan2-better-keyboard-scroll-module">https://github.com/vhqtvn/titan2-better-keyboard-scroll-module</a></p>
<p>It grabs the keyboard touch panel exclusively, so the stock fake touches never reach Android, then converts finger movement into proper scroll events.</p>
<p>That means:</p>
<ul>
<li>no phantom taps, dragged icons, or pull-to-refresh</li>
<li>no mouse cursor</li>
<li>smoother scrolling</li>
<li>the keyboard surface maps proportionally to the screen, so you can aim where you scroll</li>
<li>normal typing doesn&#39;t trigger scrolling</li>
<li>the stock &quot;Touchpad scroll assistant&quot; Quick Settings tile still turns it on/off</li>
</ul>
<p>Requirements: Titan 2 + Magisk/root. I&#39;ve tested it on V01.00.14 / Android 16. The module reads the panel ranges at runtime, so it should be less firmware-dependent, but I&#39;ve only tested my own device.</p>
<p>Install the zip through Magisk and reboot. Disable/delete the module and reboot to remove it. Nothing in <code>/system</code> is modified.</p>
<p>Source and releases are on GitHub. Builds are reproducible with a pinned NDK and deterministic archive, so you can build it yourself and compare the resulting ZIP checksum.</p>
<p>If anyone tries it on another firmware version, I&#39;m interested in how it behaves.</p>
</div><!-- SC_ON -->",
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"scraped_at": "2026-08-18T09:36:12.375564+00:00",
"title": "Hitting 200tk/s Qwen3.8 Q4 on a RTX 5090",
"author": "giveen",
"subreddit": "LocalLLM",
"selftext": "That was a lot of fun making. I still need to do some testing on higher quant's to see if it holds up. It mainly applies to Qwen models and I havent tested it yet on other models, but Gemma probably wont work.",
"selftext_html": "<!-- SC_OFF --><div class="md"><p>That was a lot of fun making. I still need to do some testing on higher quant&#39;s to see if it holds up. It mainly applies to Qwen models and I havent tested it yet on other models, but Gemma probably wont work.</p>
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"gallery": null,
"crosspost_parent": null,
"awards": 0,
"stickied": false,
"num_crossposts": 0
}
]
}
GET
/v1/data/reddit/domains/{domain}/posts1 credit / run VerifiedDomain Posts
Posts linking to a specific domain.
Handled for you:CloudflareRate Limit
Parameters
| Name | Type | Req | Description |
|---|---|---|---|
| domain | string | yes | Link domain, e.g. nytimes.com. |
| Advanced filters | |||
| sort | string | no | hot | new | top | rising (default: hot) |
| t | string | no | top timeframe: hour|day|week|month|year|all (default: all) |
| limit | integer | no | 1-100. (default: 25) |
| after | string | no | Pagination cursor (from nextCursor). |