in rhino there is allways the difference between the perfectly smooth nurbs surface and corser rendermesh . This leads to many confusions. (“why is my geometry so jagged?” etc.)
Setting the rendermesh to a very fine resolution on default doesn’t solve the problem as it would slow down rhino on weaker hardware.
The best thing, in my opinion, would be to tesselate the rendermesh dynamically based on the view distance. This would allow for fine mesh when it’s needed upclose and would eliminate the current spilt between the nurbs-defined smooth surface and what the user sees in the viewport - as he or she can allways zoom in and get a finer representation of the surface.
For slower hardware the quality setting could adjust the viewdistance/meshsettings quotient to ensure a good performance.
Just my two cents –