100% Ray tracing. 0% Rasterization.
Rasterization
Rasterization came about to flatten 3D triangles to 2D so that VGA blitters could render the triangles.
OpenGL, DirectX and Vulkan are the evolution of rasterization and are used by most game engines.
Lighting
Rendering 3D scenes is about lighting. Rasterization is about processing triangles into 2D.
Not a great fit.
Ray Tracing
Ray tracing is a good fit. But traditional ray tracing is too slow, even with hardware ray tracing cores.
Mission
For years, Raylogic has been working on a devolved ray tracing approach that's fast enough to replace rasterization.
Cleaning Up
Eliminating rasterization removes draw calls, frustum culling, occlusion culling, screen space projection,
environment / cube mapping, forward / deferred rendering, level of detail meshes, transparency ordering,
shadow mapping, depth buffers, clip planes and more.
Lightweight
Rayve is a very lightweight engine with a single C++ header. The framework is based on fast, hierarchal,
data-oriented entities and components.
Marathon
Rayve is basically a do-over of game graphics. Rasterization has decades head start.
It will take a while to catch up.