thanks for the banding explanation, I was aware of the bias and floating objects, however all examples I saw on internet where showing this problem as "shadow acne", so I wasn't sure if this was the same problem.
When you reconstruct the position with the depth buffer, i.e.
float3 currentPos = input.ViewDir * linearDepth;
what space is the resulting currentPos on?
I'm trying to adapt the cascade shadow map example from Tim Jones and requires the positions in world space, but I'm struggling to get that position in world space because I don't quite understand what space I'm on in the first place.
Thanks again, and sorry for the flurry of questions!