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Regarding cubemap seams, you can just filter across edges. See: glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); As far as your actual shadow quality, the entire benefit of VSM and ESM techniques comes from the special form that the visibility test takes. You probably want to introduce a constant factor for over- or under-darkening the shadows, so that the edge isn'...


You can send all the data in you want as a texture.


Yes, you can. The issue is performance. The main benefit of tiling is that it enables the use of compute shaders so that you can short circuit your rendering logic and avoid unnecessary calculations. There's no reason you can't do the same thing without compute shaders but the problem is that you will have much less pleasing performance. Which makes it kind ...

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