Frenetic Pony
Veteran
Yeah there's a distance where they turn off shadow casting from the NPCs in sandbox. I'm not entirely sure if that distance/decision was revisited later in the project though; it may not be as necessary as it was earlier on. That said, the NPCs are indeed non-Nanite (skinned, etc) and thus they are a lot more expensive to render into the virtual shadow map than the Nanite stuff.
It would seem easier to generate the uniform "popped" LODs for skinned characters, then rely on software defined tesselation to transition between LODs, than to try and move than entire complex, already crack prone clustered LOD scheme to 4d? Or at least I imagine, just as I just imagine the disc size cost alone would be prohibitive for trees and characters trying 4d graphed up, or even multiple 3d trees (separate out each component somehow?). Well, I don't even know why I'm typing, "under development" as it is and all.
Though I suppose you could fake distant shadows with screenspace tracing, Red Dead 2 does so. I don't know if it really works better than the shadows not being there though, with the visible haloing. Erm... there's detailed SDFs now... attach SDF approximations to each limb and use a combination of DF shadows and screenspace tracing? Either way DF shadows would be helpful for distant shadow casters. Larger penumbras without binary occlusion artifacts.