Goodbye Rasterization
Rayve by Raylogic is a completely ray traced 3D game engine using an internally built, compute-based,
100% ray tracing renderer with zero rasterization that does not use OpenGL, DirectX and Vulkan* for rendering.
A modified form of ray tracing is used that balances graphic fidelity with fast frame rates.
Deterministic ray paths are used that do not require denoising and give clean graphic detail.
Enjoy a light, uncomplicated creative outlet for game ideas.
*A part of Vulkan is used to access the GPU and display, but Vulkan's rendering pipeline is not used.
Ray Tracing Simplicity
- No draw calls
- No frustum culling
- No occlusion culling
- No overdraw reduction
- No vertex/pixel processing
- No screen space manipulations
- No environment or cube mapping
- No forward / deferred rendering
- No level of detail meshes
- No transparency ordering
- No shadow mapping
- No depth buffers
- No mip-mapping
- No filtering
Features So Far...
- PBR materials
- Dynamic lights
- Dynamic shadows
- Global illumination
- Animated materials
- GPU characters
- GPU particles
- Physics engine
- Scene queries
- Collision events
- Game serialization
- Spatial audio
- Simple fog
- Skyboxes
Data-oriented entity composition design
Power-of-2 bucketed memory technology
Beautiful temporal antialiasing
Half-Res mode and trace limiting
More features to come...
Requirements
Rayve's rendering technology is new and for now requires Windows PC's, Nvidia GPU's and closed-source.
Rayve's feature set is also small compared to current engines. As Rayve develops further, some or all
of these barriers could be removed.
Minimums:
- Windows 10
- Nvidia 3070
- 8gb system memory
- 4 cores
A New Way to Render Games
Rasterization is the most widely used method for rendering games. It originated in the days of VGA cards to take
advantage of the hardware blitting of 2D images. Assembly code was used on the CPU to cull and transform triangles
in 3D space, then project (flatten) triangles to 2D so hardware blitting could be used. Lighting and shadows had
to be done after 2D projection, which was complicated. GPU pipelines are still based on the rasterization model.
Because lighting and shadows are challenging with rasterization, many game engines use shaders to integrate ray tracing
for lighting. If an engine handles all lighting with ray tracing shaders, it's called 'full ray tracing'. But the core
rendering pipeline remains rasterization based.
Rayve just abandons rasterization entirely. All graphics are rendered through a Raylogic developed ray tracing core.
There is no vertex/pixel processing or 2D projection. Rays are bounced directly off scene objects where they sit onto
the display. PBR materials, lighting, shadows and reflections happen as a natural part of the ray tracing process.
Even user interface elements are ray traced. For Rayve, this is full ray tracing!.