Rayve
RAY TRACING 3D GAME ENGINE



In-Engine scene with ~8m tris @237 fps

Current Rayve early access target Feb 10, 2025

100% Ray Tracing

Raylogic has developed a pure compute-based ray tracing renderer that renders without OpenGL, DirectX or Vulkan*.

The elimination of all rasterization allows a radical rethinking of the rendering pipeline. In addition, lighting, shadows, PBR, reflections, transparency and other effects come naturally.

Rendering is balanced between graphic fidelity and fast frame rates. Deterministic ray paths are used that do not require denoising and give clean graphic detail.

*A bit of Vulkan is used to gain access to the GPU and display, but Vulkan is not used for rendering.

Ray Tracing Simplicity

Features So Far...

Highly data-oriented design
Proprietary, super fast memory manager
True ray traced supersampling (1x to 4x)
Half-Res mode and trace limiting

More features to come...

System Requirements

Rayve, and games made with Rayve, require Windows 10 and above.

For FHD & QHD, Nvidia 3070 minimum (4070 or higher recommended).

For UHD, Nvidia 4080 or higher recommended.

A gaming class PC with a minimum 4 cores, 8gb main memory.

Latest Nvidia graphics driver.

Support for AMD GPU's is planned, but not currently available.

Why Rayve?

Surprisingly, Rayve isn't using ray tracing for better visuals, as much of time it's hard to tell ray traced scenes from rasterized scenes. It's mainly the belief that pure ray tracing is a better approach for rendering games. Rayve doesn't have to flatten all scene triangles into screen space, then apply lighting/shadows in 2D. Rayve just bounces camera rays off objects where they sit. The path from object to display is very short, giving high rendering simplicity. Rayve doesn't yet match the features of current rasterization engines, but there is a lot of room to grow.
Raylogic Logo

First successful prototype of the raytracing renderer was August, 2020.
Raylogic was established in 1999. All content ©Raylogic 2024, except where noted. All rights reserved.