I finally got dynamic shadows from directional light on Android (Meta Quest 2) and it seem like resolution of the shadow is capped:
This is the best I could come up with (I disabled PCF filtering just to be able to see actual “sharpness”/details of the shadow map). I added respective cvars to DefaultEngine.ini in my project, I added AndroidScalability.ini and DefaultScalability.ini where all quality settings for shadows were bumped to the max. I added DefaultDeviceProfiles.ini where I made sure Quest inherits from Android_High instead of Android_Med and where I can set highest sg.ShadowQuality.
If I add 3x3 PCF override, it looks better, but it also taxes performance quite a bit:
Therefore I need to bump up shadowmap resolution to either keep it unfiltered (which should be alright, but jagged) or to apply 1x1 PCF.
What am I missing? Is shadowmap resolution capped for Android in UE 5.4.x ?