Whether Ogre3d is the best or viable depends entirely on the type of game. In the industry, what often happens is you use something like Ogre3d (or IdTech, or Source, or Unreal) as a starting point and build on it from there depending on your needs and requirements.
For instance, compare a game like GTA IV to Modern Warfare 2. The rendering requirements are completely different.
GTA IV has a day-night cycle, a weather system, fast moving vehicles, tons of light sources from cars to street lamps, a lot of animated actors on the screen, and it's an huge open world. GTA IV runs around 30hz and the gameplay is such that some input lag is tolerable.
MW2 is an fps with few vehicles, lots of explosions and screen effects, relatively few actors on screen, textures that your camera can go right up against, and a mostly predictable path through a pretty small world. MW2 runs at 60hz and input lag severely impacts gameplay.
It's impossible to make a rendering engine that's optimal for both kinds of games.
Ogre3d could be a good starting point for what you're trying to do, but as Ranieri said, don't be afraid to get your hands dirty.