Well, this has been discussed ad nauseum in the forums here. It appears that the main problem with shadow buffers is that it's very hard to make them of the right resolution to look good in any given scene. Make them too high in resolution and performance plummets. Too low and shadow edges start to look very blocky. What makes all this much worse is that the proper resolution for the shadows depends heavily upon view angles and other such things that cannot be known before rendering.Reverend said:Hmm...
With performance being the THE limiting factor, would you guys agree that shadow buffers, with separate and discreet X-sampling for shadow blur/softness for separate scenes, is THE feature for now and the foreseeable feature? It's relatively cheap right now (and will become cheaper). Yes, we'd still need to do some hacks, if we use it "globally", in specific instances... but it really is [edit : is it really) THE shadow technique to use taking into account the reason I started this thread. [edit : left out the question mark...?].
Personally, I'm really hoping that we see an implementation of an irregular z-buffer sometime soon. An irregular z-buffer is, in essence, a shadow buffer that, instead of being a square texture rendered from the point of view of the light, has one pixel for each pixel on the screen but transformed to be rendered from the position of the light. This makes it so that the end result of an irregular z-buffer should produce the same results as stencil shadow volumes, but has potentially much higher performance (though the irregular nature removes the use of any sort of ordered grid in rendering, which, in turn, means that the hardware must do more work in finding which pixels fall within a given triangle to be rendered).