Random triangular gaps in geometry from WPO in material

I’m currently making a water shader that uses WPO for waves. I’m aware that world position offset can cause breaking in the seams of an object, but this is a flat plane and the holes aren’t appearing where the seams would be normally. I’m wondering what could be the issue and how I can resolve it, does it have something to do with resolution of the mesh?

The mesh does need enough tris to displace correctly.

Looking at the first pic, I would say you don’t have enough, but the second pic looks ok.

How many tris is the mesh?

It was definitely the geometry, I tried a 25x25 plane instead and it works fine. I think it may have to do something with the uneven distribution of triangles.