Hi, Good point, but I think there's more to it than just performance. There are games using off-the-shelf scene graphs, for example Bethesda RPG games (Elder Scrolls, Fallout) are built on Gamebryo, which is a general purpose scene graph much like the OSG. (Note Gamebryo is a bit more than just a scenegraph, it also has game engine functionality e.g. physics, but that's besides the point).
https://en.wikipedia.org/wiki/Category:Gamebryo_engine_games I think we can categorise most AAA devs into two groups: 1. People that want to roll everything on their own (and have the resources to do so) and 2. People that want to build on a complete game engine (asset pipeline, physics engine, etc. think Unity, Unreal, Gamebryo). OSG is kind of in a niche since it doesn't fit either group. I also think there may be a stigma against free/open sources engines. (Maybe related to licensing and/or paid support). Third, there is the fact that Direct3D has had a dominant position in the games industry for years, and OSG in built on OpenGL only. Cheers, Jannik ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66912#66912 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org