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These are my tweaks:
r.ShadowQuality=5
r.Shadow.DistanceScale=2.0
r.Shadow.MaxNumFarShadowCascades=4
r.Shadow.UnbuiltNumWholeSceneDynamicShadowCascades=6
r.Shadow.CSM.MaxCascades=10
r.Shadow.CSMReceiverBias=1
r.Shadow.CSM.TransitionScale=2.000000 <-- this by default is 1 in the game. 2 looks better to me
r.Shadow.RadiusThreshold=0.01
r.Shadow.MaxCSMResolution=4096 <-- these are the most impactful ones. Default is 2048
r.Shadow.MaxResolution=4096 <-- these are the most impactful ones. Default is 2048
r.Shadow.MaxSoftKernelSize=80
r.Shadow.MinPreShadowResolution=8
r.Shadow.MinResolution=16
r.Shadow.TexelsPerPixel=1.7
r.Shadow.TexelsPerPixelPointlight=1.8
r.Shadow.TexelsPerPixelSpotlight=2.8
r.Shadow.TransitionScale=60.000000
r.Shadow.ShadowMapResolutionForAtlasedLightShadows=4096 <-- these are the most impactful ones. Default is 2048
r.Shadow.PerObject=1
r.Shadow.PointLightDepthBias=0.03
r.Shadow.RectLightDepthBias=0.03
r.Shadow.SpotLightTransitionScale=512
r.Shadow.Denoiser=1
r.Shadow.Denoiser.ReconstructionSamples=16
r.Shadow.UnbuiltWholeSceneDynamicShadowRadius=240000.000000
r.Shadow.WholeSceneShadowCacheMb=1024
r.Shadow.WholeSceneShadowUnbuiltInteractionThreshold=600
r.DFShadowQuality=3
r.DFFullResolution=0
r.CapsuleShadows=1
r.CapsuleMaxDirectOcclusionDistance=600.000000
r.CapsuleMaxIndirectOcclusionDistance=400.000000
r.CapsuleShadowsFullResolution=1
if you only apply the "shadow resolution" commands they work but there's flickering in some scenarios.
The only way I got it working without weird issues (so far) is by applying every command listed here (which I honestly don't know what most of them do).
Which one of these settings affects the distance in which the shadows become sharp? The blurred shadows are still a little too close to Cloud for my liking, assuming I have this working correctly.
r.Shadow.CSM.TransitionScale <-- I think this one. But I dont see any difference beyond "2"
r.Shadow.MaxCSMResolution=4096 <-- this one however affects the cascaded shadows. The higher the resolution the less you notice the transition between blurred and sharp shadows (at 8192 it's barely noticeable for example), but at a performance cost and some shadow flickering in certain places.