Flickering on glass shader etc

So I’ve tried both approaches. Delete all post process volumes, then added a new one and played with the quality slider.

Also made a new material with one const3 input for the color and 1 const input for the roughness and I still found a case where the flickering occurs (see this gif)

it’s less obvious with low SSR quality and high roughness, but there’s still cases to be found. Any ideas?