No, it can't do per pixel sorting, because the pixel information is available to the GPU only. If the parts in question are opaque, it's a depth buffer precision issue. If it's all transparent, it's a sorting issue. In both cases, there's nothing you can do about it. Polygon sorting is never 100% correct unless you are using some very complex algorithms that finally include polygon splitting and such. That is much to complex for a real time engine. If it weren't, no hardware would have to use a zbuffer instead.