Game engines have always been based on rasterization pipelines, even engines that include ray tracing. Rayve does away with rasterization completely and uses a ray tracing compute shader for all rendering.
Removing rasterization eliminates draw calls, frustum culling, near/far clip planes, occlusion culling, overdraw reduction, vertex/pixel processing, screen space projection, environment/cube mapping, lightmap baking, forward/deferred rendering, level of detail meshes, transparency ordering, shadow mapping, depth buffers, mip-mapping, texture filters.
Rayve performs well on recent Nvidia cards that are mid-tier and above. Hardware denoising, antialiasing and scaling are not needed. Rayve has run-time options to help games run on lower end cards.
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.
