After a whole day of searching i found a good way to get soft shadows. I followed a tutorial here, link to the shader used from the tutorial here. It’s done in OpenGL tho, so you’ll have to do a little translation to hlsl if you’re using xna or directx
The technique i’m using is stratified poisson sampling. Its relatively cheap seeing that you’d have to do a 16 sampled pcf to get similar results, but its still noisy. Antialiasing should smooth it out a bit.
There’s still a bit of z fighting, i’ll have to work on it a bit more to fix those issues.
It’s the same messy shadow mapping project i modified except that it uses an orthogonal projection for the light.