My solution for the past 10 years or so was to always deactivate mip mapping or blurring, render at a double resolution and then resize back down with a good algorithm. This method solves the flickering and noise added by too high frequencies added by lowering the texture blur and also improves lots of things in the process, but you're paying with a higher render time. This method also especially improves distant objects and textures and problematic aliasing areas.