Have to agree on that point. On low - mid level systems, OGRE tends to slow down drastically while Truevision3D scales massively.
Might be that similar scalability can be achieved with OGRE as well (although, even on lowest the OGRE head demo will run at < 30 FPS on a GMA900 while the normalmap shadow-selfshadow example of TV3D runs at 50FPS +) but it is definitely harder to do than having an automatic that has been opted for a serious long time.
There's quite a difference between a normalmap and a real-time facial morph demo (which might not even be using hardware acceleration if your hardware doesn't support shaders).
I'd be interested to know what comparisons you found Ogre to be slower. I'm not saying you're wrong, just that I'd be interested in which aspects are slower in Ogre :)
Which of these (or other) is the best LGPL cross platform engine?
-Ease of 'getting in to it'?
-Which do you prefer and why?
-Dissadvantages?
Irrlicht seems to be generally the easiest to learn, since the interface is much more simple. However, I prefer Ogre and would
never use Irrlicht for two reasons:
1. Irrlicht has many severe design flaws (there's a lot that isn't possible due to poorly designed internals, like animated models can't have bump maps I think, etc.)
2. Ogre has many advanced features, many advanced community add-ons, is well documented, and is very easy to use once you get used to it. The main downside for beginners is that there aren't really any good tutorials, IMHO, so learning can be a little tough, especially if you aren't proficient in C++
Regarding the fact that Ogre only supports it's .mesh format, this can only be an advantage unless you want to support old model files without conversion. Once you understand how Ogre separates .mesh data from .material data, and allows you to edit material properties with notepad without touching the .mesh data, you begin to see how truly powerful the system is.
Because Ogre supports just one mesh format, it makes things a lot easier - you don't have to worry about bugs in the engine's 3ds/x/b3d/etc./etc./etc./etc. parser; if your model doesn't look right, it has to be an exporter problem. And my favorite part is that if your exporter doesn't support all the material properties you want (bump mapping, alpha transparency, material animations, z-buffer offsetting, etc., etc., etc.), then that's no problem - simply open up the corresponding .material file in notepad and make the necessary changes.