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:

Ogre

  • 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 target a broad range of mobile platforms (Android, iOS, WebGL, Windows UWP)
  • You want to rely on verified code (as in Unit Tests)
  • You need compatibility with the Ogre 1.7 API (e.g. for a existing codebase)
  • You need broad hardware support including DX9 and OpenGL 1.5 class Hardware

Ogre Next

  • 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 already know your way around Ogre or can learn the API from source code as Documentation is still scarce
  • 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 target only recent mobile devices (Android 7.0+ and iPhone 5S+)
  • You like bleeding edge.
  • You want VR Support out-of-the-box
  • Your main target is Windows and/or Linux.

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