true, i was looking at the blurred pathsWell only four texture lookups are really needed (with bilinear filtering), which is quite reasonable I think
thats insanealthough I have it on good authority that several next gen games are using PCF filters as big as 7x7 to eliminate aliasing and swimming.
i favour detailed shadows though, with varience shadows since theyre so expensive to make, i expect u only can do it with a single light ie 99% of the time its the sun, if u look at suns shadows' they are very sharp (no prenumbra), thus detailed shadows are more fitting with reality, also i believe detailed shadows look ascetically better, (simplified example) a person in a room normally doesnt really have a shadow (ie due to the reflected light its so faint) but sticking in one gives the player the person is standing on the ground + not floating in space.Personally I'd much rather get rid of aliasing than have detailed shadows, although getting both is certainly ideal
cheers for the mention of the deep shadwmaps (ive never seen them before) they look very nice (but very very expensive)