Z fighting among triangles

This is about the well known problem of eye-space Z fighting among triangles with the “same” z value at some pixel locations. Are there any suggestions on how this can be reduced/eliminated?
Apart from:
– polygon offset ideas
– more careful model construction.



In practical / implementation cases like this, keep in mind that solutions working for Unreal, Unity, and other engines tend to apply (ex. modifying transparency - esp. in three, since transparent objects are rendered in a separate order - modifying camera near / far, adjusting the scene, using LOD for high-scale scenes, soft-particlesque-blending in some cases.)