Looks like another one of those posts, except I just finished reading them and would still like some input. I know XAN is NET based managed code like c# and irrlicht is for C++. The actual languge does not matter. I find if I go to the Creators Club forums, XNA is good for high performing games, c# is as fast as c++ now and even in some cases faster. Even found a post that an FP was faster c#/XAN than C++/DirectX. What I am asking for is some facts. I am waffling between XNA and irrlich and made some test programs in each. A few things I have found out:
1. XNA pipeline content adds some security to a model, whereas irrlich does not, but possible to code your own. This is of major concern as I have many models for my project. But irrlicht makes it so much easier to load differing formats.
2. Maybe I am nuts but I find irrlicht easier to use. The only issues sometimes is with passing irrlicht pointers from the main program to other classes, and that is probably my c++ skills are not up to that level.
3 Performance, well I do not have the time to write my full game in both and test it out. And XBox means nothing, of all the people I know using XBox. none pay for the Liv account to be able to get my game anyway.
As for what I am asking, is some input from individuals that actual have done something in both. So far my experience here has been an active forum with GREAT advice or assistance. Given that I value the opinions here. I did try Creators Club, and a question I posted there a week ago has no response, here I had a workable answer in less that a day. I guess I am leaning toward irrlicht but some wy to protect the mesh is pretty big. Another post is asking about binary irrmesh.
So please, tell me why you prefer irrlicht compared to XAN.

