Rayve
RAY TRACING 3D GAME ENGINE
Full Ray Tracing
Rayve is a 100% ray tracing game engine. No rasterization.
No OpenGL, DirectX or Vulkan*.
Rayve's proprietary ray tracing method balances graphic fidelity and fast frame rates.
Deterministic ray paths are used that do not require denoising and give clean graphic detail.
The C++ API is game-writing friendly with a script-like feel.
*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
C++ library, commercial/proprietary/closed-source.
Why
Replace rasterization with ray tracing for rendering games.
When
Summer 2025.

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