so… i know eevee next is still under heavy development so i’m not sure if its too soon for feedback, but there is definitely an issue with these new virtual shadow maps.
old eevee and cycles have near identical shadow penumbras, however eevee next seems to be doing some sort of awkward post process blur attempt that results in substantially less soft shadows with the same light settings, and often you can still see the the hard aliased edge of the pre-blurred shadow. also jagged aliasing on shadows seems to get worse the softer the shadow is, and changing the ‘shadow pool’ memory in the render settings doesn’t do anything to help matters.
edit: for my own embarassment and for anyone else experiencing issues, i somehow missed the ‘steps’ setting for shadows in the render settings, which seems to mostly address the issue (although some jaggedness near contact points on shadows is still present)