I checked out this session at GDC today - I'll try and sum up the main takeaways (at least for me):
Artist controlled cascaded shadow maps, each cascade is accumulated into a 'white buffer' (new term coined?) in deferred style passes using standard PCF filtering
Shadow accumulation pass re-projects world space position from an FP32 depth buffer (separate from the main depth buffer). The motivation for the separate depth buffer is performance so I assume they store linear depth which means they can reconstruct the world position using just a single multiply-add (saving a reciprocal).
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