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:

Ogre1

  • You need the 1st party components (e.g. Volume, Overlay, MeshLOD) and 3rd party plugins (e.g. GUI Solutions, Exporters)
  • You target  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

Ogre1

CPU work

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

Ogre Next

GPU work

  • Windows
  • Linux
  • macOS
  • iOS
  • Android 7.0+
  • C++

Material System / Lighting / Documentation

Version

Materials

Lighting

Documentation

Ogre1
  • 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