For some reason the game uses raytraced shadows and reflections despite targeting 60fps at "4k", meaning there is HEAVY temporal accumulation on a very low sample count, so shadows and reflections just dissolve entirely into an amorphous blob the second anything moves. There is also heavy TAA or upscaler, can't tell which, so edges dissolve in motion as well.

Look at the edges, you have two distinct edges visible, a sharper blobby edge and a fuzzy ghost trail, this is from temporal reprojection, I assume there has to be some sort of upscaling going on since TAA just usually blurs in motion, not this blotchy look. Also notice the reflections.

The reflections are really bad and I have no clue why they thought this was acceptable.

Shadows aren't baked for some godforsaken reason, and they went full soft shadows meaning you need an even higher sample count to make them look good when using RT, but the aforementioned "4k" and 60fps target means you get these indistinct dithery blobs, which also have ghosting trails when anything moves across them because of the tiny sample count

This is hard to see in pictures, so you can check the video if you would like, then the shadow gets cast by a fast moving object it leaves that blotchy trail behind it for a second. The sample count is so low that it can't keep up with anything moving.

Another look at the blurry reflections and blotchy shadows even while the camera is stationary.

This is motion smearing from the camera panning slowly, this is indicative of the temporal accumulation history being higher than it should be, since moving the camera slowly means the previous frames are closer to the current frames so it doesn't reject the reprojected frames and you get a smear trail.

Just another super dithery shadow.
