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 traditional 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.
NICHE FOR NOW
Rayve requires Windows PC's and Nvidia GPU's. Rayve also has a small feature set and is closed source.
Visual Studio is recommended. Some or all of these barriers could be eliminated over time.
(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.