Rayve
A FULLY RAY TRACED 3D GAME ENGINE


Target Date - Mar 1 2025

Rayve C++ Engine + Dark Ore Space Game

100% Ray Traced

Raylogic has developed a pure compute-based ray tracing renderer for it's game engine, replacing the need for 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.

The internal renderer is small, simple and streamlined, having dramatically less complexity than rasterization-based engines.

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

Ray Tracing Simplicity


Features So Far...

PBR materials
Dynamic lights
Dynamic shadows
Global illumination
GPU animated models
GPU particles
Simple Fog
Physics
Collision events
Scene queries
Spatial audio

Thoughtful, easy to use C++ API.
Standard template library not used.
Proprietary, super fast memory handling.
Import entire scenes with collision from fbx.
Unique, highly data oriented, hierarchal ECS
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.

Visual Studio 2022

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



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First successful running prototype of the ray tracing renderer was August, 2020.
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