This is flags/banners on ps4 version and is when 32bit lightmapping is used in the maps scripts/x.shader file. What I do is look at the map I am using then edit the shader file, I look for flag/banner/cable/wire etc... in it then remove the light map section for those. They show up fine in game but abviously flags don't reacting to light effects and transparrent sections are see through so I edit the tex file and remove transparency for that.
It happens because the homebrew sdk doesn't support 32bit lighmaps - only 16bit ones so when you are trying to generate or calculate a 32 bit number in the program when its running it runs out of byte space once it gets past the 16 bits and causes the weird flickering effect. You won't be able to fix that in the code/sdk/compiler so you need to edit the shader file directly. I have gone through all 200+ maps I have and manually fixed them.
The only decals that are affected are the blood/wall marks though, everything else displays fine. Also in the target quake mod since the camera is fixed, the decals don't display any z-fighting at all and display just fine, leading me to believe it's some kind of camera or geometry issue rather than any issue with rendering the decals.








