Setting shadow quality to "high" doesn't really help, as the filter is applied only a short distance with a very obvious cutoff. Also, it looks a bit weird, both noisy and smeared out.
"High-res shadows" is no solution either. The shadows still look a bit low-res both at near and medium distance, and the crossover line is all too visible in motion.
Noisy is because we're using a dithered sampling pattern. The alternative is banding. Or much higher performance impact. Not sure what you mean with "smeared", other than that it's soft shadows.
The "cutoff" (which is not a cutoff but a dithered crossover plus a blur radius fade), which is visible in some places and not so visible in others, is very hard to get rid of. The problem is that our shadowing system is carefully tweaked to take maximum advantage of the available resolution. So we have an elaborate system for controlling shadowmap sizes, which changes depending on where you are. For instance if you're flying the outer shadow map gets extended so that we get shadows much farther away. We do have an enormous draw distance in our game, which means that you can't always have super sharp shadows up close and still have shadows in a distant village. All parameters have been carefully tweaked by artists to give the best compromise for all scenarios. Given that shadowmap can cover very different actual area, and the ratios are nowhere close to fixed, it's crossover from soft shadows to regular are not always smooth.
Something that's on my wishlist for the future is another shadowmap level, which should give us much better shadows up close without compromising middle or far shadows. From a pure performance perspective the PC would of course be able to do it, but it was not realistic to have fundamentally different shadowing systems between the platforms. Instead we gave the PC the soft shadows and high resolution shadows to boost the quality compared to consoles.
Moreover, I noticed that some object shadows fade in from nothing. This would perhaps have been a good optimisation if it happened much further away.
We cull objects based on the size they will be in the shadow map. No need to burn a lot of cycles on objects that will only be a few pixels in the shadow map and not really contribute anything to the overall quality. For the PC I think maybe we could let a few more objects pass through though. In particular, now that I think of it, it would make sense to scale down the cull size when using high resolution shadow maps since objects will be four times the pixel count at that resolution. This is something I think would be an easy fix. I won't promise anything, and I'm actually on another project right now, but I'll see if I can do anything about it when I have the time.
Am I right in assuming if this is bought retail it will still link to and download from steam like a normal steam game since it's using steamworks?
Correct.