Hi, I'm looking for a render engine for my projects, but I've never used orge or ogre-next. I will use ogre anyway, as for some projects I need the most compatibility with older hardware, but I'm not sure about ogre-next as it's hard to find detailed information about it without deep research.
I compiled ogre-next and I liked the built-in examples and tests, but it's not enough.
The only real use case for ogre-next was "stunt rally", but I encountered terrible performance even on a gtx750ti.
At the same time old "stunt rally" on orge is able to render at full hd ~ 30fps on intel hd530 (which I think is a very decent result considering the amount of transparent objects)
The graphics are pretty much the same between versions, which turned out to be quite disconcerting.
So here are my questions:
- Can ogre-next have the same performance as ogre? (this is the most important thing, what I've seen in "stunt rally" is nowhere near as good).
- Is there any function in ogre-next similar to "compile_shader(shader)"?
- Is there asynchronous shader compilation or something similar?
- Is there a shadercache?
- Can I use compute shaders?
- Tessellation?
- Does it support GPU Instancing?
- Is Geometry Shaders supported?
- It would be very handy if there was Texture Streaming.
- Is there any ogre-next per-instance shader parameters, equivalent or possibility to implement such functionality?
- Is there any way to implement complex effects without modifying the source code:
- Custom shadow implementation (soft shadows, colored shadowmaps)
- Froxel volumetric fog
- Custom implementation of GI
- Custom SSR
- Can I make my rendering pipeline in general?
Some questions may seem silly, and some are silly because I found confirmation on the internet (but I'm still not sure, that's why I'm asking). But I would appreciate it anyway if someone could answer this.