Rasterization
Rasterization came about to flatten 3D triangles to 2D so that VGA blitters could render the triangles.
OpenGL, DirectX and Vulkan are the evolution of rasterization and are used by most game engines.
Lighting
Rendering 3D scenes is about lighting. Processing triangles into 2D has nothing to do with lighting.
It actually makes lighting harder.
Ray Tracing
Replacing rasterization with ray tracing would be a slam dunk. Unfortunately, traditional ray
tracing is too slow, even with hardware ray tracing cores.
Mission
For several years Raylogic has been experimenting with a deterministic form ray tracing
that's fast enough to replace rasterization.
Cleaning Up
Eliminating rasterization removes draw calls, frustum culling, occlusion culling, vertex / pixel processing,
screen space projection, environment / cube mapping, forward / deferred rendering, level of detail meshes,
transparency ordering, shadow mapping, depth buffers, clip planes and more.
Lightweight and Fast
Rayve is a very lightweight engine with a single C++ header and a comfortable workflow.
The framework is based on Raylogic's version of data-oriented entity and component design.
Rayve is still in progress with demos coming soon.
Marathon
Rayve is basically a do-over of game graphics. Rasterization has a big head start.
It will take a while to catch up. Demos available soon.