You can find the sample code here http://cdn.imgtec.com/OpenRLSDK/OpenRL-Hybrid-Example.zip
And how well is the hardware currently handling highly divergent rays? Such as those used in GI or reflections?
But I don't see evidence of blockiness that such a pixelized distance map would produce. It's hard to tell what they're doing. One thing I'm sure they're not doing is real ray casting from each hit point to the light source. I don't see how they could test each such ray against the whole scene, and do that using the GPU.
While I'm on the topic, the soft shadows they compute are not exact, since they assume the light source is a circle, and their analytic formula for the penumbra angle is an approximation. Shadows would look different for linear lights like fluorescent tubes.
But hey, if you're in the middle of a game, dodging enemies, you won't stop to criticize the slightly incorrect shadows. In an architectural rendering, the difference might be noticeable.
We are in fact casting a real ray from each non-trivially shadowed pixel towards the light source. We're using the PowerVR Wizard GPU's hardware ray tracing unit to accelerate process. Pixels who's surface is back-facing WRT the light (i.e. N dot L < 0) we know are shadowed so there's no need to cast any rays.
This article on AnandTech presents the architecture in more detail: http://www.anandtech.com/show/7870/imagination-announces-pow...