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 shaders. Vulkan's rendering API is not used.
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.
MINIMALIST
Rayve is very lightweight, 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.
STATUS
Rayve is far enough along to create games with, but is still new and experimental and has a ways to go.
Rayve runs on Windows PC's (93% on Steam) and Nvidia GPU's (73% on Steam). AMD support is planned (19% on Steam).
Rayve still has a small feature set and is currently closed source.
HOW TO GET
A continually updated development version is available on
Gumroad,
but there are currently no tutorials or examples available (hopefully soon). The API is
documented,
and a
subreddit is available.