You can't really compare apples to apples very easily with Ogre vs Torque 3D, even if you were only comparing the rendering engines.
I could make claims about how you can push animations off the CPU and onto the GPU, which is true of both Ogre and T3D, but you cannot do it on T3D without writing a whole lot of C++ code. With Ogre it's a cinch... all it takes is a vertex shader and a material script.
It's difficult making comparisons like this. You always get a GG employee or a fanboi saying "Yes, but you can do that with Torque too... you have the source code, all you have to do is write it."
I could provide dozens of comparisons, but in the end Ogre ends up being more powerful, more flexible, and it has a better design and implementation.
Looking at the source code, Ogre looks like it was written by an extremely talented professional. Torque looks like it was written by a variety of people of a variety of skill levels. Some are talented (Mark Frohnmayer), some amateurish but young and eager (Josh Englebretson), and a wide variety in between. But, the problem now is the bulk of the talent is gone, they've lost a lot of tribal history (pun!), and there's not a good strong talented technical lead holding the keys and performing the required code reviews.
One thing that makes Ogre so much better is because it gives you the ability to do more without modifying a bunch of high-entropy code. That's due to the fantastic Object Oriented Design that the Ogre developers use.
Torque, although it uses C++ and is designed with OO in mind, the design breaks many of the rules of OO. (Inheritance chains involving completely unrelated classes, broken encapsulation, unclear interfaces, and the development view of the architecture is a big ball of MUD... but then that gets into architecture and not design and that opens a whole other can of worms.... don't get me started.
I used Torque for 6 years and I developed a significant number of prototypes with it but I got really frustrated with it and with Garage Games' attitude about certain things. I made many suggestions on how Torque's design could be improved over time, but all of my suggestions fell on deaf ears... so I gave up trying.
I've spent the past 2+ years helping the IndieZen.org crew write a game engine framework.
Using Ogre as the rendering engine / resource manager, and using good object oriented design for the rest of the framework, it is much
better than Torque in every aspect other than tools. In a few more months we'll even have better tools.
So, Torque vs Ogre isn't apples to apples comparison.
When T3D and Zen Engine go gold, then
you can do a comparison.