Rayve Game Engine
Create entirely ray traced games
A total replacement of traditional rendering technology

Videos / Forum

Why ray tracing?
  • Dramatically simpler pipeline by removing all rasterization vestiges.

  • Lighting, shadows, reflections and refraction all come naturally.

  • Frame rate is not affected as much by triangle counts.

  • [World space -> view space -> clip space -> screen space] transforms are gone.

  • Rayve FPS can compete with rasterization.

  • No vertex processing
  • No frustum culling
  • No occlusion culling
  • No overdraw reduction
  • No draw calls
  • No shadow mapping
  • No screen space calculations
  • No environment or cube mapping
  • No forward / deferred rendering
  • No transparency ordering
  • No level of detail meshes
  • No OpenGL or DirectX
  • No depth buffers

Different to the core

The Rayve game engine doesn't include ray tracing, it is ray tracing. Rayve was written from scratch with ray tracing at the core. Rendering in Rayve has no resemblance to the rasterization pipelines currently used in games.

Ravye uses a compute shader to implement a proprietary form of ray tracing to allow natural light properties to render a scene directly to the display's frame buffer. That's the whole process.

Even though ray tracing is used for rendering, the priority is high FPS over graphics fidelity, as the engine is intended for games and not photorealistic rendering.


Current features include fully ray traced rendering, PBR materials, skyboxes, dynamic lights, shadows, global illumination (light probes), fog, physics, audio and 'make your own' UI widgets.

Up next is particles, billboards, animated textures, skinned character animation.

Further out is terrain related features (landscapes, vegetation, water), decals, compressed texture support and post processing.

Minimum Requirements

Windows 10 and up
4 cores, 8gb main memory
Nvidia RTX capable GPU
Support for AMD GPU's not yet available.
8gb video memory
Latest graphics driver

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