Try resizing your whole scene down including your meshes, lamps and camera.
This happens because the z-buffer (for depth) becomes less accurate when you’re viewing a larger scene because it has to encompas a larger area, especially with things farther away from the camera. The problem seems to go away when you’re viewing objects in a more confined space. In ortho mode, the Z-buffer becomes much more accurate because it doesn’t need it for perspective. Does that make any sence?
I’ve always seen this defect on all the computers I’ve worked on. I thought it was just a common thing. You could see if “Force 16 Bit Depth Buffer” is checked in your OpenGL settings in your video card control panel (under display->settings->advanced->GeForce4 MX->OpenGL in Windows). It’s unchecked for me and didn’t make any difference.
I donwloaded RivaTuner so I can do low-level tweaking on my video card. I thought maybe there would be an option to increase z-buffer detail, but I haven’t found it yet. I didn’t look very hard though. I WAS able to overclock my videocard’s megahertz and memory timings by about 20% though:)
By the way, this display error only happens when there are two faces that are close together, and they’re far away from the camera. I haven’t tried this yet, but you could try turning off Double-Sided and making sure that your normals are recalculated… I’m on a dumb Mac OS 9.1 right now so I can’t try it.