Rayve is a fully ray traced 3D game engine. There is no rasterization pipeline. Rayve uses a custom ray traced compute shader for rendering.
Not having a rasterization pipeline as all other engines do makes a big difference. No draw calls, no frustum culling, no near/far clip planes, no occlusion culling, no overdraw reduction, no vertex/pixel processing, no screen space projection, no environment/cube mapping, no lightmap baking, no forward/deferred rendering, no level of detail meshes, no transparency ordering, no shadow mapping, no depth buffers, no mip-mapping, no texture filters.
Special work had to be done to render exclusively with ray tracing because ray tracing has always been too slow to do all the rendering for games, even with hardware ray tracing cores. Raylogic developed a specialized form of deterministic ray tracing over 4 years to balance FPS and graphics quality, and greatly speed up rendering.
Rayve performs well on recent Nvidia cards that are mid-tier and above. There are also options for increasing FPS on lower end cards. In addition, hardware denoising, antialiasing and scaling are not needed.
Rayve is very lightweight and easy to learn. The engine has a single C++ header and clean API. Very basic C++ is used. Rayve provides a naming convention that allows a 3D modeling tool to be used as a level editor for Rayve.
Rayve currently has limitations. Rayve's rendering technology is new and for now requires Window's PC's, Nvidia cards and Visual Studio. Rayve is also proprietary, closed source and English only. Rayve's feature set is small. Consoles and mobile devices don't have enough ray tracing cores yet for fully ray traced games. AMD GPU's and Linux are not currently supported. Over time, some or all of these barriers could be removed.
Rayve is available for a small license fee. It's a great way to try out ray tracing. Licensees will have access to any updates to the engine, as well as all source code and assets for any games Raylogic might develop.
