Q: Why do you use DST by default, even though that is an IHV specific feature?
1. DST is not an IHV specific feature anymore
2. DST is the logical way to implement depth shadow maps. It's not just some numeric value that is read from some texture and then compared to another numeric value in a shader (like the nonand DST path works). The DST values are specifically defined as depth values, and just reading the DST automatically performs the needed comparison.
3. Over a dozen of the biggest game developers use DST in their depth shadow map implementations of current and upcoming titles. Game developers using both OpenGL and the DirectX API use DST. Examples of games using DST: Far Cry (Crytek / Ubisoft),Splinter Cell (Ubisoft), Homeworld 2 (Sierra),Tomb Raider: Angel of Darkness (Eidos), Tiger Woods (EA),Powerdrome (Zoo Digital / Vector OEM). In addition to these, many of the most hyped upcoming games and engine technologies implement DST, but we can’t list these due to NDAs
4. We don't have info of any major game using depth shadow maps that would NOT have a DST path. Also, we don’t know of any game with a DST implementation that would not use DST by default if supported.
5. Even though DST is not considered an official DirectX feature, the DirectX documentation(MSDN) includes a large number of references to DST and instructions on how to make an implementation.
In summary, DST is on by default, because this way 3DMark05 score correlates better with real-world gaming performance for hardware that supports HW DST.