Some material might for instance might do something like parallax occlusion mapping such as CitySample's buildings' window's interiors. This often can not render accurately a motion vector of this fake interior geometry and therefore make the heuristic believe it is in fact flickering.
This variable define the parallax velocity in 1080p pixel at frame rate defined by r.TSR.ShadingRejection.Flickering.FrameRateCap at which point the heuristic should be disabled to not ghost.
(Default to 10 pixels 1080p).