Just wanted to weigh in regarding performance of Xith3d. I tweaked a few things to increase polygon density in a scene and took a snapshot. This scene is rendering 162K polygons a frame at 28 FPS at 1200x1000. Even this is not technically “real world” because “heavy polygon” models will render extremely fast. In other words even your friends commercial engine would be hard pressed to render 162 objects of 1k each, especially if they had different textures. In this scene I upped the tesselation level of objects (which of course is foolish to do normally) so that the ground and avatar and shield is rendering with a lot more polygons than is necessary.
Keep in mind that Xith3D has not been as optimized for performance as it will be in the future.
One other thing to keep in mind is that if you are starting a project now, it will probably be at least a year until you actually statr caring about performance. In other words for a new game you have a tremendous amount of work to do which is unrelated to the rendering engine itself. It is doubtful the rendering engine would be your bottleneck for many months to come. By that time Xith3D will be mature and ready to go head to head with those commercial engines out there.
Darn look like our website is down! well you can check the screenshot when it is back up.