So, I’ve read that for fixing mesh overlaps you guys mostly suggest using:
material.polygonOffset = true;
material.polygonOffsetFactor = value;
But this might only apply for scenes where you understand and know the sources you are going to add.
In a unknown scene, where users can upload their own objects, there’s no way to tell which materials should have these values turned on to avoid mesh overlaps.
I’ve found a good approach that works perfectly for this: scaling the camera
Here are some examples of how it works:
Camera Scale (1,1,1), clothes overlap too easily thru the user.

But as soon as I change the Camera Scale to be i.g. (10,10,10), the mesh stops overlapping. I’m guessing that by increasing the camera scale, depth buffer is more precise?

This approach has worked for me very good, until I start adding more complex scenes to the renderer, such as effects, composer, passes, etc. I suppose, some relay on the camera matrix and lead to glitches.
Is there a better way to avoid overlapping for unknown scenes?
Thanks in advance.