I just watched his keynotes video, he mentioned the reason why shadow volume was chosed at the very early stage of doom3's problem: because NV20's shadow buffer is only 8bits, and this is obviously not enough to give a satisfying result. Later, he mentioned the plan to add soft shadow effect in the next game: looks like he prefered random sampling in shadow map(similar to PCF) to achieve the effect rather than jittered light source.
the videos can be found here:
http://pc.gamespy.com/pc/doom-3/539265p1.html?fromint=1
the videos can be found here:
http://pc.gamespy.com/pc/doom-3/539265p1.html?fromint=1