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.
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.
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.