of course they are shadow errors yea I switched the shadow casting to depth maps instead of raytrace and it got rid of the flecks. However it doesnt look as good. Really I'd like to figure out why raytracing is doing that.
simple thing, your mesh is too lowpoly your faking smoothness with normalmaps but your mesh is still as lowpoly as the unsmoothed version would look like, so how should the raytracer cast the shadows, if not based on youir lowpoly mesh