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I've been doing a little digging on this one and come to the conclusion that this is a more general problem. If i turn ssao off, i can see an extremely faint discontinuity extending vertically down where the line used to be. It is almost as if a few "columns of pixels" are missing/skipped in the final rendered image. This also appears in the depth buffer which i believe is the reason we are getting some occlusion there.
Thinks like SSAO just help to make the lines more obvious, but this is not related to SSAO.
I'm working on some dithering effect to reduce color banding ugliness, and dithering is basically noise, and I see the lines affecting the noise. I already seen the horizontal and vertical line before, but it's also more visible like that. Also, the far-right pixels are wrong too, but that other line is not really problematic in game.
I played with curves to make the noise more visible,
I sometime see another vertical line on the left.
Whith dithering and without ssao, the line may also give the illusion of distorting textures.
This screenshot with stock
Here we can see the horizontal line, with some issues on the top left square, and we can notice the bottom edge of the top legt square is tilted:
Because, yes, some lines may be either horizontal, either vertical, this screenshot shows an obvious horizontal line (jpeg artifacts help), some tiles on the upper part, and a tilted line:
We also see on those screenshots how the far-right pixels are wrong.
To make the issues more obvious, images can be enlarged by clicking them.
Get this map.
Set this in game (I get the worst results with that resolution) and load the map:
Then fly around the walls, above the lamp, close to the wall, then look at tiled white textures.