Weird artifacts from light with volumetric fog

I have a scene that has a lot of fog and a few strong point lights in the distance to create a nice distant light halo effect. The camera moves very slowly forward while slowly tilting down. Normally it looks something like this:

When I play the scene in a new window, there’s a weird line that suddenly appears when the camera reaches a certain position that sort of cuts through the light halos that slowly goes away, it looks like this right when it appears:

Now when I render the scene through the sequencer, a different issue appear when the camera reaches the same spot. Instead of a line, it’s a bunch of weird squares that sort of divide the light halo:

Neither of these issues appear in the editor when I simulate the scene, even if I move the editor camera to the same spot.

Small update: it appears that if I render the sequence in a separate process, only the line artifacting shows up in the render. It’s at least not as bad looking as the squares but it’s still a pretty big problem.

Another update: It appears to be somehow related to resolution scale. I had set screen percentage in my post processing volume to 200, I turned it down to 150 and that line doesn’t appear anymore. For my purpose this is probably fine, but it’d still be nice to know why this happens.

It also seems to be based on the actual window resolution too. In a 1280x720 window, 150 screen percentage is fine, but in a 1920x1080, the issue appears again, I had to turn screen percentage down to 100 to get it to look right in 1920x1080.