I am in the final process of upgrading my game (Spellheart) from Ogre 1.9 to Ogre 2.0.
Upgrading it to Ogre 2.1 would be too much work, and would take months to do (since all my specific custom shaders has to be upgraded, and fixed function materials etc).
So I figured that I could at least upgrade to Ogre 2.0 to get some performance boost.
I will post all my notes on how to upgrade from Ogre 1.9 to Ogre 2.0 when these last two questions are answered (I want to be able to write how I solved these questions as well).
As seen on the "What version to choose?" page (http://www.ogre3d.org/about/what-version-to-choose) upgrading from Ogre 1.9 to Ogre 2.0 seems to go two "stable" versions towards the future.
There it also says that Ogre 2.0 should have a better performance than Ogre 1.9 ("Fast" vs "Ok").
To my surprise, the performance does not seem to be better for my game at all, and I am wondering if I am doing something wrong.
Here are some FPS statistics with my game (not really scientific, but at least something):
(I had to use an image, tabs and whitespaces did not work correctly with normal text)

Currently the FPS is almost exactly the same in 1.9 and 2.0 for my application as you can see above.
Question #1:
Is there anything I should think of that would increase my FPS more in Ogre 2.0?
Altering the parameters to the "createSceneManager" does not seem to give me any FPS differences at all.
Also, if I upgrade all my shaders/materials to Direct3D 11 (since Ogre 2.0 supports that?), will the FPS be increased?
Question #2:
Memory seems to be acting a bit wierd in Ogre 2.0.
When just looking on a scene in the sample browser, the memory goes up by around 4 kb per second.
When looking away from the scene, the memory goes up by more than 8 kb per second.
But after a while, the memory just stops going up.
This strange memory seem to happen only when using "m_Root->renderOneFrame".
If you edit the shadows sample to never cast shadows, and to only use the floor and remove all lights and the penguin, this memory increase stops happening.
As soon as you add the first light (the directional light for example), this memory increase happens again (it should not be because of shadows, as they are disabled).
This also happens in my main application, and after waiting for 38 minutes in a very simple scene, 21 mb had been added and then the memory stopped going up.
When the memory stops going up, there is no FPS increase in case you are wondering.
Same increase in memory happens in Process Explorer (separate application, so it does not just happen in the Task Manager).
I tried this in Ogre 1.9 and it does not happen there.
I have no idea what this strange memory behaviour is, but I am glad that it finally stops after going up for such a long time (38 minutes in my application).
Do anyone have any idea what this memory increase is, and if I can somehow stop it from happening?