The biasing occurs because of depth buffer resolution and precision… I won’t go into the complexities behind non-linear depth buffers, but they’re what cause these types of situations due to “where” the precision is placed/focused.
That being said, the one thing that can control this better is camera placement and distance from objects. You can put the camera closer to the object and change the field of view to get the same “view”, but you will then have much more precision in the depth buffer for the objects nearest to the camera, and thus, you should have much less z-fighting (theoretically)… but it also depends on what else is within in camera view and how far away it is…so it’s not always going to work.
Given all that, the technical modes compound the issue due to the way they utilize the depth buffer to produced some of the “effects” you see in those modes (i.e. hidden lines)… so it’s not going to be as easy as moving the camera in those cases unfortunately. We’re hoping to do away with most of the old technical “modes”, and bring their features into the standard display modes… In other words, remove the need for a separate “Technical Display Pipeline”…which should also help in cases like the one mentioned in this thread.
Sorry I don’t have better news on this one atm…but having your file might allow us to see what can/could be done to tweak this out of the scene… Sometimes this can be solved on a case-by-case basis…so having the case file can help.