Shadow Buffer precision
Even if I didn't try it. I'm almost 100% sure the ATI DX9 implementation would have been fine. In fact, during the porting of the xbox version, we were confronted with which algorithm we would use for a replacement to the depth texture extension used on NV hardware.
The reason we went with shadow projectors is that we wanted an algorithm that could work on DX7 hardware too (ATI can have shadow buffer running on their R200 with PS1.4). The GF2/4MX market is still huge out there.
Considering that I wasn't going to move the SC code base to DX9, the only available option to have shadow maps on ATI cards was to use PS1.4. I almost did it but couldn't find the time.