Monthly Archives: May 2015


Direct3D11 vs OpenGL4.4 in 2015, an experience review

In Ogre 2.1 we’ve modernized the whole engine. We started by adopting OpenGL 4.4 as our main API, and then we adopted D3D11 as well. It’s been an enlightening experience. From a performance point of view there is no definitive answer “OpenGL is always faster” or “D3D11 is always faster”, because the […]