Rayve

Test game underway (5% completion).
Latest screenshot 10-17-25.
Coming soon!

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...

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.

About Rayve.

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Raylogic was established in 1999. All content ©Raylogic 2025, except where noted. All rights reserved.