That is a limitation of Parallax Occlusion Mapping. It affects engines like Unreal too,
http://i.imgur.com/aOv3jgz.jpg
https://udn.epicgames.com/Three/Deve...edMapping.html
The only way to "fix it" is to flatten the effect as viewing angle approach near parallel with the surface. SE forgot to on some surfaces - like rocks.
SSAA is very wasteful. I only have a R9 270 thus can't even maintain 60 fps. They need to add more AA options - SMAA T2x (or some variation of) would be a good choice.
