So basically, if you want textures in the distance to look good, just turn up the anisotropic filtering in your video game settings https://www.youtube.com/watch?v=td0ntyJsZx4 .
One of the primary benefits of anisotropic filtering is sharpening the appearance of far away surface textures that are at a high angle. This sharpening effect is not accessible with bi/tri-linear filtering, where far away surfaces/patterns appear blurry because not enough samples are taken at those areas. Anisotropic filtering’s blur reduction is facilitated by scaling either the width or height of a mipmap by a ratio relative to the perspective change in the map. In other words, the number of texture samples generated change depending on the angle of the surface. More samples are needed when the angle gets steeper.
A con of anisotropic filtering is that it takes up more processing power than bi/tri-inear filtering.