Goodbye Rasterization
Rayve by Raylogic has 100% ray traced graphics. Rasterization is completely gone and
replaced with compute-based rendering. OpenGL, DirectX and Vulkan* are not used.
A proprietary approach to ray tracing is used that balances graphic fidelity with fast frame rates.
Deterministic ray paths are used that do not require denoising and give clean graphic detail.
*A part of Vulkan is used to access the GPU and display, but Vulkan's rendering pipeline is not used.
Ray Tracing Simplicity
- No draw calls
- No frustum culling
- No occlusion culling
- No overdraw reduction
- No vertex/pixel processing
- No screen space manipulations
- No environment or cube mapping
- No forward / deferred rendering
- No level of detail meshes
- No transparency ordering
- No shadow mapping
- No depth buffers
- No mip-mapping
- No filtering
Features So Far...
- PBR materials
- Dynamic lights
- Dynamic shadows
- Global illumination
- Animated materials
- GPU characters
- GPU particles
- Game physics
- Scene queries
- Collision events
- Game serialization
- Spatial audio
- Simple fog
- Skyboxes
Data-oriented entity/component design
Power-of-2 bucketed memory technology
True ray traced supersampling (1x to 4x)
Half-Res mode and trace limiting
More features to come...
Requirements
Rayve's rendering technology is new and for now requires Windows PC's, Nvidia GPU's and closed-source.
Rayve's feature set is also small compared to current engines. As Rayve develops further, some or all
of these barriers could be removed.
Minimums:
- Windows 11
- Nvidia 3070
- 8gb system memory
- 4 cores
Different
Since the beginning, mainstream game engines have used rasterization for rendering. Rasterization began
life using assembly code on the CPU to cull and transform triangles in 3D space, then project (flatten) triangles
to 2D in order to make use of the fast VGA hardware blitters (rasterization) for rendering. Lighting and shadows
had to be done after 2D projection (difficult). GPU's are still based on the rasterization model.
Because lighting and shadows are challenging with rasterization, many game engines use shaders to integrate ray tracing
for lighting. If an engine handles all lighting with ray tracing shaders, it's called 'full ray tracing'. But the core
rendering pipeline remains rasterization based.
Rayve just abandons rasterization entirely. All graphics are rendered through a Raylogic developed ray tracing core.
There is no vertex/pixel processing or 2D projection. Rays are bounced directly off scene objects where they sit onto
the display. PBR materials, lighting, shadows and reflections happen as a natural part of the ray tracing process.
Even user interface elements are ray traced. For Rayve, this is full ray tracing!.