If you use Adaptive Subdivision, then you need to lower the dicing value to something smaller than a pixel (the smaller you get, the better it will look, but it will become heavier), and/or use a lower resolution displacement map (which will make the flickering less noticeable, but it will wash out the displacement details).
The problem is that Adaptive Subdivision acts based on the Camera point of view, and if the Camera is moving, each frame will get a different geometry. If the dicing is too high, and your displacement map has high frequency detail, that makes the new subdivided triangles to ‘jump’ whenever any of their vertices lands on a different part of the texture, causing the flickering.
And not to be nitpicking here. but from that high in orbit, any ‘displacement’ in the earth’s crust will not be visible.
If you’re ‘ISS high up’, then yes