Truly Unique
Current engines use rasterization pipelines with ray tracing added on.
Rayve uses a 100% ray traced custom-written renderer. No rasterization, no DirectX, no OpenGL, no Vulkan*.
Rayve's custom renderer uses a very specialized proprietary approach to ray tracing specifically tuned for game performance, and doesn't require denoising.
Developing games with full ray tracing has different advantages and limitations compared to rasterization engines. Tutorials are planned to explore these differences.
Ray Tracing Simplicity
- No vertex processing
- No frustum culling
- No occlusion culling
- No overdraw reduction
- No draw calls
- No shadow mapping
- No screen space calculations
- No environment or cube mapping
- No forward / deferred rendering
- No transparency ordering
- No level of detail meshes
- No depth buffers
- No mip-mapping
- No filtering