When rendering to the depth buffer with Depth Bias enabled to pull geometry towards the camera, I’m seeing NaNs being output to the depth buffer for large triangles that are visible on screen but also clipped far outside the camera frustum.
I have been able to reproduce this issue on Windows with DirectX11 on a RTX2080 GPU with driver version 441.08. The problem is NOT present when using a WARP software renderer.
The problem is also not reproducible on Ubuntu 20.04 with OpenGL on a RTX2080 with driver version 450.102.04.
The problem triangles are the black ones on the right in the following image: