What version to choose?

You may be confused which version of Ogre to pick. We have several branches concurrently in active development. The information below will help you to find the correct version for your needs:

Overview

Version

Why choose it?

1.x

  • You need the 1st and 3rd party plugins/components (CEGUI, ParticleUniverse, Terrain, Volume, etc.)
  • You target  mobile platforms (Android, iOS, WebGL, Windows Phone 8)
  • You only need a moderate about (order of 1000) of objects per frame
  • You want to use a tested version (as in Unit Tests)
  • You like to learn from Wiki code snippets and a lot of existing resources found online.
  • You are already used to Ogre or have a long-standing existing code base.

  • You need broad hardware support including DX9 and OpenGL 2.0 class Hardware

2.x

  • 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 for now.

  • You like bleeding edge.

  • 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 and 3rd party plugins/components that haven’t been ported yet (like CEGUI, ParticleUniverse, Terrain Component, Volume Component, etc). Check the 2.0+ Forum as some of these plugins e.g. ParticleUniverse have been ported by community members.

  • You don’t care about Android support (or anything older than the iPhone 5S) for now and can wait for it.

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

 

Performance / Platforms / Render Systems

Version

Render Rate limit

Supported Platforms

Recommended Render System

1.x

CPU work

Windows, Linux, macOS, iOS, Android, Windows Phone, HTML5 (Emscripten)

D3D9 on Windows, GL3+ on *nix, GLES 2 on Mobile and HTML5

2.x

GPU work

Windows, Linux, macOS, iOS

D3D11 or GL3+, Metal on iOS, Metal on macOS, GL3+ on macOS/OSX for old cards (see compatibility mode notes)

 

Material System / Instancing / Documentation / Threading

Version

Materials

Instancing

Documentation

Threading

1.x

Fixed Function Pipeline, Runtime Generated Shaders (RTSS), Hand-written Shaders

Manual via InstanceManager

For background resource loading, needs Boost/POCO/TBB/C++11.

2.x

Physically Based Shading via user-friendly system HLMS (part of Ogre core)

Automatic

Integrated (no need for Boost). For background resource loading, needs Boost/POCO/TBB/C++11.