>>713551321To detail more on this,
Regular shadows in games are made by creating a depth picture from the point of view of the camera, an extra render per shadow emitting light, with a picture where every pixel brightness represents the distance to an object surface.
Then with these extra pictures, you can on the main renderer compare it to the real geometry and deduce if the pixel being draw is "visible" to the light or not.
However, it's pixelated shit you have to filter, the shadow only looks GOOD when you do shit like 2048x2048 for local lights and a "shadow cascade" of several images for sunlight, and it's never GOOD.
Also as the bitmap is imprecise, normally you get the defect known as shadow acne, so you have to add an offset between the bitmap and real geometry, but add too much, and you get peter panning.
And there's no "ideal value to set and forget", it's always there, and in many cases there's no value that actually gets GOOD.
Even the shittiest raytraced shadow, ran at 1/4 of the screen resolution is better than that.