SDF ray-traced shadows are faster than shadow maps. The only thing limiting Fortnite having 100% SDF shadows is the memory cost of having high res SDF per object and skinned characters. Thus they use 1 cascade for near shadows and SDF everywhere else.
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Our tech shows that SDF shadows also work fine for dense SDF geometry at close ranges too and beat rendering equiv 10M triangle mesh to 3 shadow cascades. Also SDF shadows look way better than raster shadows with proper penumbras and no acne / undesampling /peter panning.