Since you don't seem to know even basic game rendering, let's talk a little bit.
It's kind of surprising that there are people in the world these days who worry about performance because of shadows.
A shadow map shadow is enough to be cast over a very short distance.
For other parts, the method of recent games is to supplement with contact shadow or virtual shadow.
This method is a method that only changes frustum tracing to ray tracing in the method used in Nvidia's HFTS. Even if it is ray tracing, it is ray marching, so there is no problem with performance even if it is not RTX.
In Unreal default settings, the contact shadow distance is short, but you just need to increase it.
It's kind of surprising that there are people in the world these days who worry about performance because of shadows.
A shadow map shadow is enough to be cast over a very short distance.
For other parts, the method of recent games is to supplement with contact shadow or virtual shadow.
This method is a method that only changes frustum tracing to ray tracing in the method used in Nvidia's HFTS. Even if it is ray tracing, it is ray marching, so there is no problem with performance even if it is not RTX.
In Unreal default settings, the contact shadow distance is short, but you just need to increase it.