(Coming Soon!)

Game engines have always been based on rasterization pipelines. Rayve does away with rasterization completely and uses a ray tracing compute shader for all rendering.

Removing rasterization eliminates draw calls, frustum culling, near/far clip planes, occlusion culling, overdraw reduction, vertex/pixel processing, screen space projection, environment/cube mapping, lightmap baking, forward/deferred rendering, level of detail meshes, transparency ordering, shadow mapping, depth buffers, mip-mapping, texture filters and more.

Rayve uses a proprietary, deterministic form of ray tracing that balances performance and graphics. Rayve runs well on recent Nvidia cards that are mid-tier and above. Hardware denoising, antialiasing and scaling are not needed. Rayve also has runtime options to help games run on lower end cards.

Rayve is very lightweight and easy to learn. The engine has a single C++ header and clean API. Very basic C++ is used. Rayve provides a naming convention that allows a 3D modeling tool to be used as a level editor.