(Coming Soon!)

Game engines have always used rasterization pipelines for rendering. Rayve does away with rasterization completely. A ray tracing compute shader is used for all rendering.

Removing rasterization eliminates draw calls, frustum culling, near/far clip planes, occlusion culling, overdraw reduction, vertex/pixel processing, screen space projection, environment/cube mapping, lightmap baking, forward/deferred rendering, level of detail meshes, transparency ordering, shadow mapping, depth buffers, mip-mapping, texture filters and more.

Rayve uses a proprietary, deterministic form of ray tracing that balances performance and graphics. Rayve runs well on recent Nvidia cards that are mid-tier and above. Hardware denoising, antialiasing and scaling are not needed. Rayve also has runtime options to help games run on lower end cards.

Rayve is very lightweight and easy to learn. The engine has a single C++ header and clean API. Simplistic C++ is used. Rayve provides a naming convention that allows 3D modeling tools to be used as level editors.