I think I found the exact problem as I was able to reproduce it with my own engine. It's the "fudge factor" for the floating point error. This is basically a latitude for the depth value. If the factor is too small there will be ugly shadows(this is what we got in this game).
"if shadowdepth-0.03 > ourdepth then shade"
Where -0.03 is the factor. This is done in the pixelshader.

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