Stencil shadows are dead..for so many different reasons that it would be better to open a new thread just to discuss that.
Actually there's one situation where I have been recently thinking stencil could still be a win, but it's pretty game specific, and it requires mixing of both approaches. Maybe we should really open a new thread for that though.
Seems like as good a time as any to get some updated perspectives.
Dynamic shadows are almost a given in titles these days. At the same time, though, shadows are one of the most obvious graphical complaints if they're not done perfectly. The debate between shadow volumes and shadow maps seems to have gone quiet, with the latter technique seeing the most use and research of late. Even id Software, who used volumes so prominently in id Tech 4 (Doom 3 et al.), has switched to maps for iT5 (Rage) going forward.
If they are indeed dead, what factors have combined to kill the feasibility of stencil shadow volumes between the last generation and this one? Is it the explosion in vertex count hindering silhouette extrusion? The inability of fillrate to scale with the rest of the scene? The inherent limitations for content creation?
Or are volumes still a contender? There have been papers extending the algorithm to work on non-manifold meshes; to include transparent shadow casters; to cast soft shadows using penumbral wedges or screen-space filtering. These near feature parity with shadow maps (at a cost!) while retaining volumes' advantage: they don't have the pixelization problem that plagues maps.
Most research in shadow maps seems to have gone toward reducing the shadow aliasing the technique invariably produces, with varying degrees of success. Try as they might, the resolution never seems to be enough. Are maps of some flavor really the best foreseeable shadowing technique for this generation? If so, which shows the best promise, in your eyes?
And what about looking further? Is there a hardware irregular Z-buffer in our near future? Will shadows be one of the first applications for a hybrid rasterize/raytrace part? Or do you see something more exotic or mundane?