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
- 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 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.
First successful prototype of the raytracing renderer was August, 2020.
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