Personally, I’ve noticed that games that use shadow volumes seem to have more lights that cast shadows than games that use dynamic shadow mapping. Could it be that shadow volumes have all lighting put into a few buffers, rather than a buffer for each dynamic shadow mapper to calculate shadows? I’m not sure if current dynamic shadow mapping technology does this or not, I assume it doesn’t, I may be mistaken.
There are pros and cons to both, like Shadow Volumes not being suited for higher-polygon meshes, but then you have the artifacts seen in shadow mapping, whereas Shadow Volumes are almost pixel-perfect.
(I’ve seen some artifacts coming from spheres, though.)
Let’s say you wanted soft-shadows, Shadow Volumes fundamentally create sharp crisp shadows, a blur pass on the shadow buffer would cause a few artifacts, and I haven’t seen soft-shadow artifacts in games with dynamic shadow mapping, just shadow map bias artifacts, where shadows are incomplete in corners.
Shadow mapping has performance drawbacks in terms of high-resolution shadows, so usually you would see games with blurry low-res shadows, maybe with an extra blur pass to compensate for the low resolution.
You could also have a “Shadow Distance” like in Unity, perhaps the same with Shadow Volumes, enable whether or not to extrude and create shadows.
I’ve seen older games use static shadow volumes as some sort of pre-baked lighting technique, the lights don’t move and there are very crisp shadows, I don’t think dynamic shadow mappers can do this, there’s always lightmapping however… It sure takes forever though.
Dynamic shadow-volumes looked great back in 2003 and 2004!
And in 2009…
Chronicles of Riddick: Escape from Butcher Bay (Assault on Dark Athena Remastered version)
Games could even use them in their mechanics, like hiding in the shadows. (Thief: Deadly Shadows, Chronicles of Riddick: Escape from Butcher Bay, etc)

You could probably use more modern shadow mappers (Have a camera point straight down at a textureless gray plane and average out several pixels), but it would probably be more of a pain than it’s worth, and any shadow-mapping artifacts could cause you to be spotted aswell!
So what do you guys think?
I think you could fake volumetric lighting by applying a soft sun ray texture to the extruded polygons created by dynamic shadow volumes and maybe give them a slight soft-particle effect.
