Thanks for the uploads! this helps a lot. If you can somehow send the full high res example you had in that video that would be a plus, but I don’t think that’s necessary as I believe I see the problem now.
The flickering does feel like it’s related to the normal as you said.
Taking a look at your normal map, it looks pretty odd to me. some areas look “grey” which is not something I ever see in tangent space normals.
Here’s an example of some other random pbr texture’s normal map:
One thing you can do is to open the viewer for your normal map, and hit “v” to view as points. Here’s what your normal map looks like:
Here’s what a typical normal map looks like - like a hollowed out half sphere:
The difference between the two becomes more obvious when viewing the pixels as positions in space rather than colors on a flat image.
I think you need to double check your export of the normal map, wherever it came from.
Also, for your material, [almost] always use mipmap linear, it performs WAY better for objects at a distance, as it samples from lower mip levels when objects are far away which the gpu can do more efficiently. setting to nearest will give you really blocky pixels, and nearest or linear will not use mip levels, and cost the same regardless of how close the texture is.
There are reasons and times to use both of those, but for you I think you want mip map linear.
As far as Anisotropic Filtering, it is very expensive on the rendering but it really improves the look of the texture when the polygon is facing away from the camera.
If all of your geometries are more or less facing the camera straight on then turn that off, it’s not helping much.
If you have all your samplers at 16x anisotropic and 32x antialias your render top will bring even your 3090 to it’s knees pretty quickly
One thing you can do is lower your render top’s antialias to 8 or 16, and use an antialias TOP near the end of your render to smooth things out a bit more in screen space.
the render TOP’s anti alias actually renders more pixels, and averages them to the final pixel, so 4x means literally 4x the number of pixels being calculated! so very expensive to increase that.