What version to choose?

Deciding between the two “sister” projects of OGRE can be a pivotal choice for your project. While related, they are not interchangeable. This guide helps you select the version that best aligns with your development needs and goals.

Choose Ogre for..

  • Maximum Platform Reach: You target a broad range of mobile platforms (Android, iOS, WebGL, Windows UWP). It also supports older graphics APIs like DX9 and OpenGL ES 2.0.
  • API Compatibility and Reliability: If you are maintaining or updating a project built with OGRE 1.7, this version ensures a seamless transition.
  • You are fine with a default rendering pipeline that follows the fixed-function paradigm
  • You like the Toolbox approach and want to assemble your own high-performance physically based rendering pipeline using the RTSS or custom shaders
  • You want to have a broad range of documentation resources, like the Wiki, online code snippets and books.
  • You need 3rd party plugins (e.g. GUI Solutions, Exporters)
  • You want to rely on verified code (as in Unit Tests)

Choose Ogre Next for..

  • Optimized for Modern Hardware: You target only recent mobile devices (Android 7.0+ and iPhone 5S+). Your main target is Windows and/or Linux.
  • Embrace the Bleeding Edge: You already know your way around Ogre or can learn the API from source code as Documentation is still scarce
  • You want a modern physically based rendering pipeline out-of-the-box, capable of “multi draw rendering”
  • You like the Framework approach and are fine with using the predefined pipeline (or are an expert user writing a custom HLMS)
  • You don’t need 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 want VR Support out-of-the-box

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

Platforms / Render Systems / Languages

VersionPlatformsRender SystemsComponents & PluginsLanguages

Ogre

  • Windows (+ UWP)
  • Linux
  • macOS
  • iOS
  • Android
  • HTML5 (Emscripten)

Ogre Next

  • Windows
  • Linux
  • macOS
  • iOS
  • Android 7.0+
  • ParticleFX
  • Terra
  • MeshLOD
  • C++

Material System / Lighting / Documentation

Version

Materials

Lighting

Documentation

Ogre
  • Fixed Function Pipeline (GL, D3D9)
  • Fixed Function Emulation (pixel perfect)
  • Physically Based Shading (matches Filament)
  • Additional materials and shaders via Ogre Script
  • Stencil Shadow Volumes
  • Texture Shadow Mapping
  • Directional/ Point/ Spot/ Area Lights
  • Screen Space Ambient Occlusion

Ogre Next

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