When reversed z-buffer is supported in three.js, you should switch to that. It accomplishes the same thing as logarithmic depth, but without the performance penalty.
Here is a thread on reversed-z for three.js: Does three.js WebGPU support reverse z-buffer?
Here is the GitHub issue item for it: WebGLRenderer: Additional changes for reversed depth buffer · Issue #31998 · mrdoob/three.js · GitHub