Codename Cerberus
For more information, see the manual
See SW & HW Requirements
See platforms supported
See Ogre 2.1 FAQ
See What's new in Ogre 2.2
- Texture streaming! Completely refactored Texture code. It consumes a lot less RAM and supports background streaming
- Voxel Cone Tracing (VCT): Semi-Realtime GI solution. Supports diffuse and specular. Can consume a lot of VRAM depending on quality. Lighting changes can be done in realtime. Changes to static objects in scene needs to rebuild voxels (not realtime)
- Irradiance Field with Depth (IFD): Generic variant of DDGI using Voxels (consumes more VRAM) or Rasterization (slower to build). It supports diffuse only and is lower quality than VCT, but is much faster. And if completely static, consumes very little memory.
- Per-pixel Cubemap probes
- VR readiness: New sample showing how to integrate OpenVR SDK, deal with running start, performance optimizations such as Instanced Stereo, Hidden Area Mesh and Radial Density Mask
- Mobile friendly: Added Load and Store actions to control how TBDR GPUs flush their caches
What's next?
- Stable PSSM Shadowmaps
- Vulkan support
Relevant posts:
- https://www.ogre3d.org/2018/01/01/ogre-progress-report-december-2017
- https://www.ogre3d.org/2019/07/08/2-2-branch-no-longer-wip
- https://www.ogre3d.org/2019/08/04/progress-report-july-2019
- https://www.ogre3d.org/2019/08/05/voxel-cone-tracing
- https://www.ogre3d.org/2019/08/14/pcc-vct-hybrid-progress
- https://www.ogre3d.org/2019/09/22/improvements-in-vr-morph-animations-moving-to-github-and-ci