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 only handles a moderate amount of objects (order of 1000) per frame
  • You like the Toolbox approach and want to assemble your own high-performance pipeline using manual instancing and custom shaders
  • You want to learn from Wiki code snippets and a lot of existing resources found online (including 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. legacy codebase)
  • You need broad hardware support including DX9 and OpenGL 1.5 class Hardware

Ogre Next

  • You want a high-performance rendering pipeline out-of-the-box, capable of rendering many objects (order of 10 000) per frame.
  • 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 2.1+ 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
  • RaspberryPi
  • HTML5 (Emscripten)
  • D3D11
  • D3D9
  • OpenGL 3+
  • OpenGL ES2
  • OpenGL1
  • Metal [EXPERIMENTAL]
  • C++
  • Python
  • C#
  • Java

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
  • 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