Incorrect shadow cast start position from objects

I’m testing out the regular shadow maps atm, but will also play around with virtual shadowmaps, really appreciate the tips shared!

I actually got it to work last night after a lot of digging and randomly stumbling upon cascaded shadow maps and their settings, lowering the Dynamic Shadow Distance MovableLight parameter in the light source increases the shadow accuracy to almost pixel-perfect (for human eye at reasonable view distance).

For anyone stumbling across this post in the future keep in mind this approach only works for Movable light sources and comes at a tradeoff of decreasing the max distance your shadows will render at from the camera, while increasing the accuracy of the ones that do render. Box in the distance to showcase the shadows cutoff at the param set to 2000, it’s located at a rough borderline, a bit closer and the shadows will come back.
This might not work that well with regular free cameras in 1st/3rd person and huge exteriors but for top-down, interiors or specific static camera angles it should do the trick. If this doesn’t work for you the options described by Arkiras might lead you to a better fitting solution.