Every pixel in the scene is ray traced.
Simplified Rendering
No draw calls
No 2D projection
No frustum culling
No occlusion culling
No overdraw reduction
No vertex/pixel processing
No screen space manipulations
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
Growing Feature Set
PBR materials
Dynamic lights
Dynamic shadows
Global illumination
Animated materials
GPU characters
GPU particles
Physics engine
Scene queries
Collision events
Game serialization
Spatial audio
Skyboxes
Fog
Fast Frame Rates
Super fast temporal antialiasing
High speed entity processing
Power-of-2 bucketed memory technology
Half-Res mode and trace limiting

No OpenGL, DirectX or Vulkan*
*A bit of Vulkan used for compute access.

Deterministic Method
No hardware denoising, antialiasing or scaling needed.

Modeling Tool as Level Editor
Import entire level using Rayve naming convention.
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Trial Version
Max 32 scene objects

Full Version
$38 on Gumroad

License
Usage terms
Learn Fast
Single C++ Header

Rayve Lab
Test executables are available for download below

Licensees have access to the source to help learn Rayve

Cyber District (soon)