How to solve Z buffer artifacts I am currently rendering a scene in the most standard fashion possible (triangle projection and Blinn-Phong for shading)
However I am getting some artifacts:

As you can see the lion head is not rendered properly. Moreover, the artifacts are flickering, but the proportion of how much they flicker is proportional to the distance to the lion. That is to say. If you are close to the lion there are no artifacts. But the farther away you go the more artifacts appear. I believe this is due to Z buffer imprecision. How can I solve this?
Short answer: Move your near clip plane further away.

Depth buffer precision is very sensitive to the near clip plane distance.

Complicated answer: Use different math in your view projection. There are a few techniques that can help, some of them are outlined here:

https://developer.nvidia.com/content/depth-precision-visualized