look at the attached picture

even the shadows flash in that place...
Just looks like texture border issues. Also, this report is lacking alot of information. What renderer is that? What settings? Does it happen on both opengl and vulkan? Does strict mode affect anything? etc
opengl & vulkan on nvidia... 1280x720 scaling 100%.. monitor resolution 1360x768 + reshade custom scanlines. reshade & strict mode is irrelevant. the shadows become darker and blink.
tested on 2 different nvidia PCs only at that point in the game.
around the branches of the tree there is a black outline that appears
during the scrolling of the backdrop the problem tends to disappear and reappear and the shadows become more darker.
I would also have a suggestion for scaling resolution.
approximate resolutions to 16 pixels multiple.
es: 1280x720 @ 107% =1369x770 rounded at 1360x768.
use gpu texture scaling is irrilevant. all options at default.
it seems more a problem of how shadows are rendered over background texture.
however I'm not sure.
Both the shadow flickering and the misalignment issues are still present as of RPCS3 v0.0.7-8852-e9ea226e Alpha. I couldn't capture the shadow flicker, but the misalignment I did manage to; see the RRC file attached below. Captured on VK, replayed on GL, happens on both. Stock settings.

RRC file: BLUS30767_20191011014102_capture.zip
Guide to the area on the picture
The area can be accessed after about 5-10 minutes spent ingame. I also chose an Amazon character, as I wasn't sure how different the playthroughs are for each character archetype.
You have to do a quick tutorial that teaches you how to move around, fight, and interact with your environment. This takes about 5 minutes at worst.
Then you'll be in the city and forced to join a guild, but probably have yourself rejected for unkept armor, sent to repair it, and then will you be allowed to join. This takes about another minute.
After this, you're sent out to help a guild member, that's when you'll be able to access the area on the picture, called Gate. Once there, go a bit left, and there you are.
I think it's caused by shadows...
when the shadows flash textures edges turn black. it doesn't always happen but only while background move at some coordinates.
@Nerboruto update.
the problem is here...
Need a new RSX capture, the one attached here is incompatible with current rpcs3.
VID_20200508_230519.zip
shadows flikering
RenderDoc 1.7 captures on current build 10398
I got four frames with various characters flickering, and most of them have texture alignment issues in the background sprites
This is not caused by shadows or anything like that its a combination of factors. Unfortunately modern hardware does not behave the same way as a GPU from 20 years ago and some of the techniques this game is relying on are not present on modern cards anymore.
The borders are part of the artwork. You can see them in this pic (alpha channel isolated):

But that's not all, if you zoom in closer, you get a better idea of where the line truly comes from:

This is a compressed texture, so there is some 'bleeding' over the edges of alpha vs no alpha along with some banding due to low bit compression. So how does the game sample this texture? It uses the old-school coordinate clamp technique which no longer exists for over a decade (GL_CLAMP). From spec they just say "it clamps the coordinates to [0-1]" but I know that's not the whole story, it does some other fuckery too depending on the hardware. We can only enable this on old OGL v2 which has been obsolete since 2008. Rpcs3 has a workaround for this with GL_CLAMP_TO_EDGE, but its not the exact same behavior.
Whether the alpha border texels are decoded differently on a G70 class GPU is unknown, but not entirely out of the question either. But from what I can see, rpcs3 is doing the best it can with what we have to work with.
Most helpful comment
This is not caused by shadows or anything like that its a combination of factors. Unfortunately modern hardware does not behave the same way as a GPU from 20 years ago and some of the techniques this game is relying on are not present on modern cards anymore.


The borders are part of the artwork. You can see them in this pic (alpha channel isolated):
But that's not all, if you zoom in closer, you get a better idea of where the line truly comes from:
This is a compressed texture, so there is some 'bleeding' over the edges of alpha vs no alpha along with some banding due to low bit compression. So how does the game sample this texture? It uses the old-school coordinate clamp technique which no longer exists for over a decade (GL_CLAMP). From spec they just say "it clamps the coordinates to [0-1]" but I know that's not the whole story, it does some other fuckery too depending on the hardware. We can only enable this on old OGL v2 which has been obsolete since 2008. Rpcs3 has a workaround for this with GL_CLAMP_TO_EDGE, but its not the exact same behavior.
Whether the alpha border texels are decoded differently on a G70 class GPU is unknown, but not entirely out of the question either. But from what I can see, rpcs3 is doing the best it can with what we have to work with.