fhDoom's shadow map implementation is slower and buggier than our old blurred stencil shadow approach.
I do agree that fhDOOM shadow mapping is still a work in progress and has space for improvement, but i think is unfair to dismiss it because of that, imo is a nice prof of concept plus is open and anyone with sufficient knowledge can improve on it, that is what GPL is all about.
Btw even if blurred stencil shadows are faster and on this case better looking than the fhDOOM shadow maps, like i already said they don't solve the inability of stencil shadows from casting shadows from alpha mapped textures, that to me, is the single greatest reason i don't like stencil shadows.
Games are filled with alpha mapped surfaces, we lose many of the fantastic visual atmospheres that those materials could provide, if they could cast shadows, existent idtech 4 ability to manually place projecting light's is a nice compromise but is not a replacement for real shadow casting, if i wanted to make a forest scene with stencil shadows, my only option is for the trees/grass to not cast shadows at all, that not only looks totally fake but makes geometry seam like is floating in the air, including a projected light, casting a fake shadow, in all trees would be a very time consuming matter, very tweeki prone, not very realistic and perhaps even kill the performance, this is imo also the reason all modern engines don't use stencil shadows anymore. fhDOOM has cascaded shadow maps for this reason, still with bugs i know but i'm sure nothing impossible to solve.