Ogre version 2.1
- All of DX10 hardware (GeForce 8, 9, 200; AMD Radeon HD 2000-4000) (1)
- All of DX11 hardware (GeForce 400 – 900, 1000; AMD Radeon HD 5000-7000; Radeon R2xx, Vega)
(1) At the time of writing both NVIDIA and AMD have stopped releasing new drivers for DX10 cards.
On Windows using GL3+ RS, AMD DX10 cards don’t have key extensions required to run Ogre. It is likely that these cards will be able to run Ogre 2.1 on Linux using the Mesa drivers much better than in Windows; since this is a driver problem, not a hardware one.
For maximum compatibility with DX10 and also for AMD pre-GCN hardware, use the D3D11 RS.
Intel has always had very poor OpenGL support; and lately Intel seems to stop releasing new drivers very quickly, even with very recent cards. Only the very latest cards (Intel HD 4400 and newer with latest drivers) seem work correctly with our GL3+ on Windows.
For Intel cards, prefer the D3D11 RS. Intel cards with Mesa drivers on Linux tend to run much better, with a few notable exceptions such as the Intel HD 2500 which has hardware problems with sRGB.
- Windows XP is supported via OpenGL (GL3+)
- Windows 7 or higher is highly recommended. For Windows Vista & 7, you need to have the KB2670838 update installed.
- On Linux, NVIDIA’s proprietary drivers are highly recommended. Make sure you’re using up to date drivers.
- On Linux with AMD GCN hardware, open source Mesa ‘radeonsi’ drivers are highly recommended. Make sure you’re using latest Mesa from git (if you’re on Ubuntu, checkout Oibaf’s PPA).
- On Linux with AMD pre-GCN hardware may experience some issues with certain features such as Forward+, mostly “translation from TGSI failed” shader compilation errors. Make sure you’re using latest Mesa from git.
- Metal-capable iOS devices are supported via the Metal RenderSystem. For non-Metal-capable a GLES 2 & GLES 3 port is planned.
- Currently Ogre 2.1 does not run on Android. A GLES 2 & GLES 3 port is planned.
- Currently Ogre 2.1 does run in Mac OS X / macOS using either Metal or OpenGL. The OpenGL RenderSystem may experience performance problems, very long shader compilation stutter issues, missing functionality (such as Compute), or even glitches. As of 2018, Apple has deprecated OpenGL in their family of OSes. The Metal RenderSystem is highly recommended over the GL3+ unless you’re targetting older macs which do not support Metal. Overall support for macOS is in beta.
Ogre versions 1.8 – 1.10, 2.0RC1
- All DX8 and DX9 hardware (old ATI Radeon X1000; GeForce 4, 5200, 6000 & 7000). A few features may not be available on those cards.
- All of DX10 hardware (GeForce 8, 9, 200; AMD Radeon HD 2000-4000)
- All of DX11 hardware (GeForce 400 – 900; AMD Radeon HD 5000-7000; Radeon R280)
Intel cards are supported but there’s a lot of versions and specific support depend on the model. For best compatibility use the D3D9 or D3D11 render system instead of OpenGL.
The recommended RS is D3D9, or else the GL3+. Only use D3D11 RS if you require specific functionality (i.e. multimonitor VSync in windowed mode, which also requires Windows 8.1).
Always use the latest drivers provided by your graphics card vendor! (unless a certain driver version is known to give problems)
We support all devices where the OS version is greater or equal 2.3.3 (this OS version introduced GLES 2.0 support). For older phones / tablets
we still have the GLES 1.1 rendersystem (which is not developed any further).
Furthermore we have partial support for GLES 3.X which should be used on newer devices.
In the past we had several problems with MALI gpu’s due the usage of the RTSS – some devices could not handle the auto generated shaders.
But we overcome most problems with the use of the glsl optimizer so that one should be enabled when running on mobile gpu’s.
We support all iOS devices (Apple TV and watch excluded) that run iOS 6 and above. iOS 8 is required for 64 bit support. As with Android, OpenGL ES 1.1-3.0 is supported and making use of the glsl optimizer is recommended.