[=DanielW;588843]
Directional light shadowmaps (CSM) are view dependent and require a complex scrolling approach to properly cache them. Plus directional light shadows are often combined with WPO animated foliage which can’t be cached, so it’s lower in priority.
Skylights don’t use shadowmaps.
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Crytek also noticed the view dependency makes caching harder, so they made cascades aligned to light space, at the price of wasting texels:
Playing with Real-Time Shadows, Page 55, CRYENGINE - Crytek"s powerful game development platform