I was wondering about UE3's shadowing techniques after watching that 170 MB trailer. In the scene where the lantern moves through the corridors of the castle, the narrator says that soft shadows are generated by interpolating between crisp and blurred cube maps along with an attenuation sweep to generate soft shadows. This doesn't sound right to me.
If they're doing shadow mapping (which is what I think they're doing in that scene), blurring a shadow map will simply destroy all the depth information. So, this wouldn't be possible at all. I think what they're doing is simply using 2 projective cubemaps for the lantern's own shadow, to achieve that soft shadowing effect, whereas the rest of the scene casts soft (if they say so) shadows using shadow maps with higher order PCF. This would explain why the shadows cast by all the objects in the scene, like that ragdoll model or the pipe for example, remain hard.
Blurring the shadowed scene in screen space and re-projecting it back would give much softer shadows.
If they're doing shadow mapping (which is what I think they're doing in that scene), blurring a shadow map will simply destroy all the depth information. So, this wouldn't be possible at all. I think what they're doing is simply using 2 projective cubemaps for the lantern's own shadow, to achieve that soft shadowing effect, whereas the rest of the scene casts soft (if they say so) shadows using shadow maps with higher order PCF. This would explain why the shadows cast by all the objects in the scene, like that ragdoll model or the pipe for example, remain hard.
Blurring the shadowed scene in screen space and re-projecting it back would give much softer shadows.