How are shadows implemented in most games shipped today?

Is it all just shadow maps and PCF/PCSS with high kernel sizes (i.e., 9x9), or ray tracing?

I implemented PCF, but the shadow edges are banding at lower kernel sizes like 4x4. I looked into a poisson disk, but I'm not sure how I could calculate those disks since I want to make the kernel size modifiable.

#rust #vulkan #gamedev #customengine #rendering