I was having strange rendering behavior in Lux, where surface geometry was visible as polygons. I switched over to Cycles because I really need GPU rendering. I had an issue with geometry in that, as well. The below image is generated regardless of whether I use GPU or CPU.
I can make out vertices and edges on flat surfaces with low poly counts, but when I use a subserf modifier to up the poly counts, the problem becomes very visible, as you can see.
Looks like floating point precision errors to me. Try scaling your scene (and mesh vertices, if applicable) into the -1,1 range (where precision is best) and see if the problem disappears.
Both of you are correct. I noticed that it didn’t appear in perspective, but was unsure of what that meant. Basically, this isn’t something that I can really fix and need to work around it?
Also, if I scale my scene up by quite a bit, it mostly alleviates the issue. It’s still visible, but not very easily. I’m assuming that this is also something that I can’t “fix” and need to simply be aware of it.