HW & SW Requirements



  • 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)
  • Android: device must be Vulkan-capable (since Ogre 2.3)

(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.


  • All D3D9 hardware (e.g. ATI Radeon X1000, GeForce 4) and up
  • Mobile/ Web: OpenGL ES 2.0 (WebGL1) and up
  • basically runs on your toaster

Intel cards on Windows: there’s a lot of versions and specific support depend on the model. For best compatibility use the D3D9 or D3D11 render system.



  • 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..
  • 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.
  • Android 7.0+ is supported since Ogre 2.3. However Android 8.0+ is strongly recommended due to buggy drivers bundled in older versions
  • 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.


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).
GLES 3 features are used automatically if available.
Furthermore we support for Vulkan on devices running Android 6.0+.


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 2.0+ is supported.
There is also a Metal port, which is however not yet recommended for production.