Waiting on Rayve (video captured from Rayve scene)
Full Ray Tracing
Rayve is a fully ray traced 3D game engine. There is no rasterization pipeline, no OpenGL,
no DirectX, no Vulkan*. A Raylogic developed ray tracing core handles all rendering.
Rayve's proprietary ray tracing balances graphic fidelity and 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 Vulkan is not used for rendering.
Ray Tracing Simplicity
No draw calls
No frustum culling
No occlusion culling
No overdraw reduction
No vertex/pixel processing
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.
Rayve Engine
Rayve engine is an ANSI C API packaged as a single header file and DLL. The API is designed to make writing a
game in C as script-like as possible while taking advantage of C's native speed. But when coding in C there is no
hand-holding, no quality of life features or safety net. Truly man vs. machine :)