Though I am a programmer by trade, I have barely touched game development at all. I've had this question for some time, and now that I'm looking into game development I thought it would be a good time get ask.
Why does shadow mapping seem to be the exclusive way games use to make shadows? To be blunt, it looks terrible. Even modern games with shadow settings maxed have jagged block-y shadows that are very distracting.
Doom 3, made 11 years ago used shadow volumes that looked much better than any shadow map implementation I have ever seen, that includes AAA games released the same week this question is being posted. Third party mods for Doom 3 even softened the edges of the shadows, making them even more visually impressive.
Is there some kind of technical problems or limitations with implementing things like shadow volumes? Are shadow maps just so easy to implement that devs don't even consider anything else?
The only information I've been able to find on the subject is that the polygons that make up the the volumes can be quite large, becoming more demanding. Perhaps shadow volumes have much higher system requirements, but if that is the case how did they get away with using them in 2004?
This question isn't specific to shadow mapping vs shadow volumes, They are simply the only 2 I've seen used in full products and I just haven't been able to find much information on any other techniques.