Shadow sampling artifacts on decently far away object

Godot Version

4.7 Stable Mono

Question

My shadow raytracer has an artifact resembling that of the moire pattern, which im guessing is because of my small voxel size, but it exists regardless of that anyway, i am planning to use (kind of) like a mipmap, but placed on the shadow frame, so the artifacts can somewhat be mitigated for far away shadows, but im wondering if theres better way of doing this

here’s what it looks like:

Noticed the same effect when the shadow bias for a directional light was set to 0.0.
The default is 0.1, probably for this reason.