@jmaasing the issue should be fixed now.
Until it’s in nightly, as a workaround you just have to set the edgeFilteringMode to something else than Bilinear.
Yes sir, and I can confirm that setting it to something else works as you say.
My test case is an open terrain, large triangles and many close to parallel with the light direction. Which probably is the use case least suitable for these algorithms But with the (mostly) stable shadows it is almost usable out-of-the box without even trimming the values. This is stellar work, thanks to all involved .
Also, Poisson dithering edge mode rules