True, well I still have somewhere an implementation of single-pass depth-fail shadow volumes using geometry shader. I even tried plausible shadows using penumbra wedges and visibility buffer (but meh, for complex models this introduces tons of issues, yet yields correct penumbra shadows).
As for shadow mapping - it isn't possible to achieve correct penumbra shadows with them. And for most solutions they use jittering (which I personally HATE, noise is just pure evil on screen, and players hate it) - so I am using quite heavy filter that doesn't result in noisy result.
Ray traced shadows are good (I work with ray tracers a lot), doing realtime ray tracing in whitted style isn't a problem on good gpu. Path tracing is, it is just noisy. Don't get me wrong, there are ppl with good results (Jacco Bikker with his Brigade for example - nothing against Brigade, it is awesome piece of technology, it's not just suited for games yet), but it is still noisy and it will still be noisy within next years. I think thats the main problem with path tracing for now, the noise is too huge compared to real world (there is noise too in your vision, but barely visible), I think we need some improvement of current algorithms. Of course, for static frames or movies, it is awesome.