Thanks for the file!
The problem comes from the fact that the pre-pass renderer is using a 16 bits float texture for the depth and there is not enough precision. I have a PR in progress (for SSR) that will let change the precision of this texture, but in the meantime you can force using the geometry buffer:
16 bits precision (prepass renderer):
32 bits precision (geometry buffer renderer):
I’m running against master, that is correct, right?
That’s correct!