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Comparison of the point light shadow using different reduction values. With a reduction of 1 all pixels have shadow calculations and provides the best quality albeit running the slowest. With higher reduction values the shadows are rendered to a temporary texture which is 1/reduction size of the screen size and then applied to the actual scene during lighting. This reduces the number of pixels going through the noise-PFC cube tapping code while introducing a slight blur on the noise values. In this image the non-reduction case and two reduction cases ( 2 and 3 ) are shown. With 2 the result is relatively close to the non-reduced case while running faster. 3 is more aggressive and the difference is already noticeable. A value of 2 is recommended.
Somehow I've always felt a little blur on shadows makes them more realistic.
I like 1/4 pixels the most.