Z-buffer problems. Holes in meshes.

When viewing from camera angle at faces with other faces near them, there seems to be some problems with the front face being drawn. This causes holes in the objects and these holes also appear in the rendered result.

The angle where the faces are being viewed from affects it and it only happens in the camera viewport.

Is there a setting that could fix this or is it just a bug that I have to live with until it is patched?

Edit: Found the solution. I had clipping start set to the smallest possible value. I now realize that the smaller this value is, the bigger these holes get.