Rayve
RAY TRACING 3D GAME ENGINE
ALPHA VERSION COMING SOON!
Total Ray Tracing
Rayve has 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
- No draw calls
- No frustum culling
- No occlusion culling
- No vertex processing
- No overdraw reduction
- No screen space calculations
- 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
- GPU characters
- GPU particles
- Physics
- Scene queries
- Collision events
- Spatial audio
- Simple fog
- Skyboxes
Highly data-oriented hierarchal ECS design
Super fast custom 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?
Rasterization is an old hybrid 3D/2D rendering method for games. And over the decades, increasingly complex
technologies have been stacked on top. With the advent of hardware ray tracing, a new option is available for
simpler, fully 3D rendering.

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