100% RAY TRACING
Raylogic has developed a proprietary, deterministic ray tracing algorithm for Rayve game engine that is used for all rendering, not just lighting. It provides fast, real-time ray tracing for games using Vulkan to run Raylogic's ray tracing compute shaders without using Vulkan's rendering API.
NO RASTERIZATION
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, texture filters and more.
GOOD FRAME RATES
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.
BLOAT FREE
Rayve is a very lightweight and carefully crafted engine. The API is a single C++ header using the most basic C++ possible. Rayve provides a naming convention that allows a 3D modeling tool to be used as a level editor.
THE FUTURE
Rayve is motivated by a future where hardware ray tracing performance skyrockets across all platforms such as pc's, consoles and mobile. Rayve is the engine for this future. For now, Rayve requires Windows PC's and Nvidia GPU's, has a small feature set and is closed source. Rayve will strive to expand its capabilities over the coming years to become a strong choice for game development.
(Background) Raylogic's first 100% ray traced game is underway using Rayve engine! All source code and assets will be available to Rayve licensees as a tutorial.