The game desperately needs
Anisotropic filtering implemented. Currently it looks like it's either using none, or using something like Trillinear or Bilinear filtering.
I fully agree this may help a LOT in clarity on some texture details
same goes with improvements to anti-aliasing (please separate native GPU AA from post-process AA)
so one can use 4x AA + SMAA at once
same goes for the supersampled rendering, why there is only 1.0x and 1.5x and not 1.15x , 1.25x , 1.33x ? same for lower value like 0.85x
it sort of negates the possibility to fine-tune performance hit and quality settings