Game Rendering Reinvented.
Rayve by Raylogic is a fully ray tracing game engine.
Since the beginning, game engines have always used rasterization pipelines for rendering.
For the first time, Rayve completely replaces rasterization with compute-based rendering.
OpenGL, DirectX and Vulkan* are not used.
Rayve uses a proprietary approach to ray tracing that balances graphic fidelity with 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 access the GPU and display, but the Vulkan renderer is not used.
Ray Tracing Simplicity.
- No draw calls
- 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
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
Data-oriented entity/component design
Power-of-2 bucketed memory technology
True ray traced supersampling (1x to 4x)
Half-Res mode and trace limiting
More features to come...
System Requirements.
Visual Studio recommended.
Rayve, and games made with Rayve, require Windows 10 and above.
For FHD & QHD, Nvidia 3070 min (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.