Early development demo of fully ray traced scene @4k res using an Nvidia 3080 TI with ~20m rays per frame.
Models used in scene created by Ivar Hill.
World's first fully ray traced game engine
Why ray tracing?
Surpisingly, the primary reason is not for improving game graphics, but to reduce the complexity of the rendering pipeline.
Over 30+ years, rasterization technology has become mind-numbingly complex. In contrast, ray tracing is refreshingly straightforward.
But ray tracing can be slow. Rayve engine is exploring new RTX based techniques to overcome this barrier.
No vertex processing
No frustum culling
No occlusion culling
No overdraw reduction
No draw calls
No shadow mapping
No environment or cube mapping
No forward / deferred rendering
No transparency ordering
No level of detail meshes
No depth buffers
Different to the core
Rayve delivers pure compute-based ray tracing straight to the display's frame buffer. There is no rasterization-style pipeline wrapper.
OpenGL/DirectX is not used. Rayve uses a proprietary deterministic core rendering technology that does not require Monte Carlo methods,
denoising or temporal frame tracking techniques. The rendering engine is extremely light weight.
Rayve is accessed through a C language API, provided as a single C header and lib/dll.
Meticulously designed and coded from scratch using C++. Rayve's primary goal will always be simplicity and performance.
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.
Windows 10 and up
Visual Studio 2022 required
Recent CPU with 4 cores or more
8gb or more memory
RTX capable GPU (Nvidia 3070 and up recommended)
Latest graphics driver