Rayve
3D game engine using only ray tracing


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
First successful render with ray tracing core on August 23, 2021.
Why ray tracing?

Surpisingly, the primary reason is not for the realistic graphics that ray tracing is known for, but because ray tracing can reduce the complexity of the rendering pipeline dramatically compared to rasterization. This includes much more straightforward algorithms for lighting, shadowing and global illumination, as well true reflections and a straightforward implementation of PBR materials. And with ray tracing, all rendering calculations are in 3D space.


Simplicity
  • 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 is opening a new chapter in game graphics. A proprietary core rendering technology was developed that replaces the use of OpenGL/DirectX. This new core technology also replaces typically used Monte Carlo & denoising techniques, with our own deterministic ray casting. Through all stages of development performance testing has guided the design decisions.


Design

Focused, light weight engine for game developers to easily explore ideas and publish unique games with a great look.

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.


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What's done:
dynamic lighting, global illumination, shadows, transparency, refraction, reflection, PBR materials, physics, skybox, fog, widgets, spatial audio

What's not done:
particle system, skinned character animation, volumetric effects, post processing, antialiasing, animated textures, billboards, terrain, water, serialization, udims, texture compression

Disclaimer:
Software from Raylogic is provided "as is", without warranty of any kind, either expressed or implied. Use at your own risk.

Requirements

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


Raylogic was established in 1999. All content © Raylogic 2022, except where noted. All rights reserved.