BTW: The insufficient depth buffer precision happens because the scale of your scene is so large which requires a huge view frustum. You should also be able to fix the issue without a logarithmic depth buffer by scaling down your scene and then update the near and far values of your camera.
Thank you so much for this fast answer !
For my information, does it affect something to enable logarithmicDepthBuffer ?
Is it more memory consuming on GPU or CPU side?
Or it causes other side effects?
I will try your solution to stay in default configuration.
I will open a new thread about culling (with InstancedBufferGeometry) you pointed out in my videos.
Another question raise my head because i face a problem to solve with fragment shader only updating the first instance of InstancedBufferGeometry.
I see that i need more training on three.js before trying to use it.
I will search answers in this forum to avoid annoy people with unnecessary questions.
Do you have any recommended website to gain more knowledge?
I try to search for extensive resources but i mostly find only articles about a specific question.