One could argue that the DST and hardware accelerated PCF implementation vs. the non-DST and point
sampling code paths do not produce comparable performance measurements, since the resulting
rendering shows slight differences. 3DMark05 was designed with the firm belief that those two are indeed
comparable, and in the fact that it is the right way to reflect future 3D game performance. Our study has
proved that over a dozen of the biggest game developers are using DST and hardware PCF for dynamic
shadow rending in their latest or upcoming titles. So if DST and hardware PCF are supported, they should
be used in depth shadow map implementations, because that is what is done also in the latest and future
games. However, if the benchmark user wishes to compare exactly identical rendering performance
across different architectures, DST can be disabled in the benchmark settings, and the dynamic shadows
are then always rendered using R32F depth maps and four point sample PCF.