And like the Mario 64 one, is only let down by affine distortion. It's much less of an issue in Tomb Raider because the game was constructed of giant quads - but any walls near the camera get that extreme dented look. Ultima Underworld had the same artifacts. It's the arbitrary-polygon version of the PS1's wobbly triangles: edges are linear, and pixels are sampled linearly between them.
GBA Mario 64 eventually diminished this by subdividing triangles... but the guy did it in a way that doesn't split existing edges, which is kinda missing the point. Splitting the edges is what gives them depth information. I know it's to avoid slivers between triangles. But if the outline of each triangle has to be preserved, you can draw smaller triangles to fill that space, like it's a shader. Affine sampling extends to whichever pixels you want to cover.
The general solution is probably local linearity. Quake did this to the extreme: it's affine within eight-pixel spans. Dicing up big triangles into 8x8 regions should look nearly as solid. You only have to do one sixty-fourth of all pixels the hard way, and only for triangles big enough to care.