Rayve reinvents game engine design with pure ray tracing. It has no resemblance to
current rasterization engines. OpenGL, DirectX, Vulkan* are not used.
An internally developed ray tracing approach balances graphic fidelity and fast frame rates.
Deterministic ray paths are used that do not require denoising and give clean graphic detail.
*Vulkan is used for access to the GPU and display, but not for rendering.
Ray Tracing Simplicity
No draw calls
No frustum culling
No occlusion culling
No vertex processing
No overdraw reduction
No screen space calculations
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
Rayve, and games made with Rayve, require Windows 10 and above.
For FHD & QHD, Nvidia 3070 minimum (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.
What
Rayve is a single-header ANSI C API and DLL. The business model is commercial/proprietary/closed-source.
Rayve has been in part-time development for 5 years, and now is in full-time development.
Why
Rayve explores a new rendering approach for games. The current widely used rasterization method
is a hybrid 3D/2D approach from the 1970's with years of complex technology layers added. With the advent
of hardware ray tracing, a new option is available for simpler, fully 3D rendering.