Empire-Arts wrote:I would just like to know if anything in this version of blender (your version) has been disabled. Can I use all of my existing scripts and addons for example in your version?
Blender has a ton of settings in compile-time configuration, so it's hard to say "what is disabled" or "what is enabled" as
what to take as starting point? Every artist chooses the builds from graphicall.org where are all needed technologies enabled, or chooses the most compact build if they do not need them all...
It was the point of the wise decision Otoy made last days: starting from next version you will be not restricted to use only the special Otoy's Blender compilation. Now you will be able to use
any Blender release from e.g. graphical.org (or compiled by yourself) if this release is patched by Octane module patch. So, taking into account above - your question I think is already not actual.

You will be able to use any Blender release which will have Octane module compiled in. If Blender Foundation will include the Octane module into official trunk - it will be available in official releases too.
Empire-Arts wrote:1. If I instance something in blender will it automatically be instanced in Octane?
It is not the "one word" answer. Read
THIS MANUAL SECTION please - there is explained about mesh types. So, it depends on mesh type you choose.
Empire-Arts wrote:2. Can this version render hair, particles or grass?
Yes, using standard particles. But if you look for the same special "Curves (hair) rendering" feature Cycles has - Octane engine does not support it (at least so far).
Empire-Arts wrote:3. Are there any problems with saving a blender scene with materials and then rendering it in octane? I have run into this problem with the exporter. A saved file won't always export into octane for render if materials have been added in the wrong way.
As far as you save your scene only in Blender version which has Octane module - no problems. But in current beta versions - you can get troubles, if you will open the Octane scene in plain Blender version
and save it there - in this case you will loose the file path info in Octane image textures (as the plain Blender knows nothing about Octane image texture nodes). In this case you will be forced to choose the files again in all Octane image textures.
I'm still working to improve this.
Empire-Arts wrote:4. Can octane render subdivided geometry that has not been applied in the modifiers window? This is for displacements and animating low-poly characters.
Yes.
Empire-Arts wrote:5. Can we render a true ambient occlusion pass? This is very important for composting even in a near photo-realistic render engine like octane. ATM I have found workarounds on the internet that create a very similar effect, but an actual pass would be nice. As would a true shadow pass for that matter.
You can render only the passes Octane engine has. You can look at Octane standalone manual - what for modes are available in Octane's "
Info kernel" at this time.