This next screenshot uses three depthmaps with each a resolution of 1024*768 (which I did not want, but currently the results are strange when using 1024*1024).
i had the same problem. you have to use bmap_zbuffer() and the latest beta to fix this.
This is the same shadow as above but blurred using some kind of "Plug and Play" Percantage Closer Filtering from NVIDIA.
how does this work? how can it be enabled?