Haha, that’s funny. Takes all kinds, eh?
I’ve personally never noticed panda fanatics on here; Heck nobody has even mentioned ever trying to save the pandas as far as I can recall.
Gogg, good work, though I don’t think it’s going to really show much of a difference. Unless Ogre/Irrlicht/Panda3d does something really stupid when building/culling a list of renderable geometry (such as not using vertex buffers or failing to batch primitives), they should give about the same results on the same hardware – you’re going to be more limited by how fast the card can accept triangles than anything.
I never approached what engine I wanted to use based on speed; I felt they were all equivalent. I was more concerned about ease of use, and ease of asset import. I also wanted an engine based on modern 3D graphics ideas, and not have to screw around with things like BSP-based collision detection or hacked-on shader support. (I use Torque, and while the engine itself it’s great, it’s filled with a bunch of incredibly arcane rendering code, straight from the Voodoo1 days.)