Dynamic shadows artifacts

No idea to be fair. I’d expect it to be roughly 4x the cost of coarse. I doubt that would be large enough to be profilable.

Overall, there few moves, that I don’t understand regarding PCSS in UE4. First being why the PCF bias used is only positive ? The technique itself kinda implies on it being both positive and negative. I agree that only positive bias safeguards you from some acne, but it also eats up the shadows, where they should be. I totally agree that clamping the bias at some point is a must, but should not be only positive.

Second is, why adaptive bias was used at all? Following the logic of conventional PCF implementation in UE4, it might be more consistent(not better, just more consistent) to follow the tradition and just use transition scale and flat bias.

Thirdly and lastly, why sobol random ? I might be biased here, but I was never able to pull a decent random out of it.

And as a general thought, what about using blocker search result to have reduced PCF sampling rate in ?