What version to choose?

OGRE is not one, but two “sister” projects. They are related, but they are not the same – as in being not compatible to one another. You may be confused which version to pick. The information below will help you to find the correct version for your needs:


  • You need the 1st party components (e.g. Volume, Overlay, MeshLOD) and 3rd party plugins (e.g. GUI Solutions, Exporters)
  • You targetĀ  mobile platforms (Android, iOS, WebGL, Windows UWP)
  • You only need a moderate about (order of 1000) of objects per frame or are fine with manual Instancing
  • You want to use a verified code (as in Unit Tests)
  • You need compatibility with the Ogre 1.7 API (e.g. legacy codebase)
  • You want to learn from Wiki code snippets and a lot of existing resources found online (including books).
  • You need broad hardware support including DX9 and OpenGL 1.5 class Hardware

Ogre Next

  • You need many objects (order of 10 000) per frame.
  • You want the huge performance boost in the above usecase. Your main target is Windows and/or Linux.
  • You like bleeding edge.
  • You want VR Support out-of-the-box
  • You already know your way around Ogre or can learn the API from source code as Documentation is still scarce
  • You don’t need the 1st party components (Overlay, Terrain, Volume) and 3rd party plugins that haven’t been ported yet (like GUI Solutions, Exporters). Check the 2.0+ Forum to find what has been ported by the community already.
  • You don’t care about Android support (or anything older than the iPhone 5S)

For more details about the 2.1 state and frequently asked questions, see the Ogre 2.1 FAQ article.

Performance / Platforms / Render Systems / Languages

VersionRender Rate limitSupported PlatformsSupported Render SystemsLanguages


CPU work

  • Windows (+ UWP)
  • Linux
  • macOS
  • iOS
  • Android
  • RaspberryPi
  • HTML5 (Emscripten)
  • D3D11
  • D3D9
  • OpenGL 3+
  • OpenGL ES2
  • OpenGL1
  • C++
  • Python
  • C#
  • Java

Ogre Next

GPU work

  • Windows
  • Linux
  • macOS
  • iOS
  • C++

Material System / Lighting / Documentation





  • Fixed Function Pipeline
  • Runtime Generated Shaders (RTSS)
  • Physically Based Shading via glTF2 Shaders
  • Physically Based Shading via Filament Shaders
  • Additional materials via Ogre Script
  • Stencil Shadow Volumes
  • Shadow Mapping
  • Directional/ Point/ Spot Lights
  • Ambient Occlusion

Ogre Next

  • Custom Physically Based Shading via Runtime Generated Shaders (HLMS)
  • Unlit model via HLMS
  • Additional materials via custom HLMS (C++)
  • Shadow Mapping
  • Directional/ Point/ Spot Lights
  • Area Lights
  • Global Illumination
  • Screen Space Reflections
  • Ambient Occlusion