I'm having some trouble rendering some character meshes when the camera is too far away. Below are some captures from the viewport of a jellyfish character I created. When the camera is a medium distance away it looks fine, but as soon as I get too far away the polygons get rendered incorrectly.

I’d open a GitHub issue for the bug if there is not an issue already open for this.

I'm guessing it's got something to do with the depth buffer. Have you tried adjusting the camera near and far clipping values?

I suspect this is a LOD issue and can make the problem go away by adjusting the LOD Bias on the MeshInstance3D. I'm guessing Godot's LOD processor isn't able to handle the geometry of the tentacles very well.