Eevee flickering on reflective materials

I’m having this issue with Eevee renders:

Especially noticeable in these areas:

Here are the settings I’m using:

I read something about the camera clip start, which I already changed to 1 m

Any hints?

I believe this is an excessive of bounces from screen space reflections and generates some kind of noise. Denoising your gloss direct pass will reduce it, even considering that a real-time render engine doesn’t need it. Also noticed that flickering in other softwares.

Raw image:

Denoised image:

Thanks for chiming in, @lucas.coutin

I use the denoising all the time with Cycles, but not with Eevee. When I checked, there’s no denoising normal pass, nor albedo. I see you plugged the specular color pass in to the denoise normal pass, is that some undocumented workaround?

I’m trying your node setup right now, it seems some flickering is gone, but other parts of the image still have some flickering issue. I’ll also try with the more standard normal to normal denoising setup to see if that helps, though in Eevee there’s no Denoising Albedo pass.

The other thing is, the glossy pass in Eevee doesn’t have depth of field, which makes the whole workflow more cumbersome.

I’ve had similar flickering issue with Eevee in other projects: too bad, it kinda defeats the purpose of using it.

Sorry about that, line passed right over the input.

I tryed a hybrid workflow Eevee/Cycles, rendering RGBA in real-time and vector, depth, mist, tech passes in cycles with just 4 samples. Also not efficient, shadows in Eevee are pretty bad. I use Nuke for compositing, and you can get UV, depth and vector by importing the whole scene as alembic file, scanline render node will output it. Yet, I decided to just use Cycles with low sampling (144 tops) and increase if it’s really necessary. Motion blur, depth of field, bloom, shadow colors, all done in compositing.