What kind of soft shadows are used in 3DM06

In air baloon test… They look like being deithered at soft part and look realy cool, but I can’t remember from top of my head what kind of approach that might be. They doesn’t seem to have soft stencil shadowing penalty and seem to look better than all upgraded shadow mapping methods so far…
I really want to try something like that…

I’d bet it’s multiple depth texture taps & compares summed in fragment shader, possibly optimized using branching of some sort.