It's pretty clear that you don't really understand what Ogre exactly is.
Ogre is just a wrapper over other rendering APIs like DirectX or OpenGL, providing extra functionality to help with certain things such particle systems, shadows, materials, etc. so that you don't have to write all that from scratch.
Whenever someone asks "Can Ogre do this?" I always say "Can DirectX or OpenGL do that? If so, Ogre almost certainly can too".
Ogre's not a game engine, and doesn't have the tools necessary to build a AAA game. It's a rendering engine. It's a rendering engine. It's a... sorry.
Although technically "next gen" means playstation 4, xbox 720, directx 11 and opengl 4 (3.1 is just directx 10 features). Since anything (games or hardware) you can actually buy in a store right now is current gen.
Pretty much all of the stuff on there seems to be pretty shaders, that's all. Ogre itself has nothing to do with the shaders you feed it, of course everything is possible with it.
The core of most next-gen stuff is certainly shaders. Yet, let's not forget the need for an rendering architecture to organize and drive those shaders. In this area I think Ogre is also strong with its material and compositor scripts and render queue API. Also, there is constant improvement, ex. translucency for shadows maps were added recently, and they work like a charm out of the box. Similarly SSAO, PPSM, skin with texture diffusion, you name it, it is doable in Ogre.
Kojack wrote:Although technically "next gen" means playstation 4, xbox 720, directx 11 and opengl 4 (3.1 is just directx 10 features). Since anything (games or hardware) you can actually buy in a store right now is current gen.
Kojack is right. I think its safe to say the next-gen is already here, and ogre is certainly part of it.