Does the front object have a depth ? Or is it just a plane ?
If this is a box with a very short depth, your issue is probably that the two opposite faces of the box are interfering, try to increase the depth.
They have a depth. If I increase the depth , they don’t interfere each other until camera move very far.
I make two new box,and they will interfere each other if camera move very far.
I think that object depth,scale , camera position are the influence factor.
I want to find the principle or the keyword to study it , and try to slove or avoiding such problem.
I can’t help you more sorry…
I don’t know why the faces interfere again when the camera is farther. I guess it comes from how the renderer sorts the faces, it looks like depth sorting becomes imprecise with the distance.
I will let a more experienced user answer.
What you see is so called z-fighting which is a precision related issue of the depth buffer. The following fiddle demonstrates this effect very noticeable (just move the camera around):
@Mugen87 Why within the same scene with the same camera frustum, z-fighting occurs only when the mesh is far from the camera ? ( as shown in OP’s last video )
The precision in the depth buffer is higher at the near plane and worse towards the far plane. One can also say the precision is non-linear due to the perspective projection.