Rayve uses a ray tracing compute shader for rendering instead of a rasterization pipeline currently used in game engines.
Not having a rasterization pipeline 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.
Rayve performs well on recent Nvidia cards that are mid-tier and above. There are also options for increasing FPS on lower end cards. In addition, hardware denoising, antialiasing and scaling are not needed.
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.
