Back when it first released, there was a user who said changing these values would increase quality. Whether or not they still apply due to so many updates idk, but this is how I have mine set and it looks great.
User config:
MaxAtlasTextureSize=4096
MaxCubeShadowCount=3
MaxCubeShadowSize=2048
MaxSpotShadowCount=3
MaxSpotShadowSize=2048
MaxTextureSize=4096
MeshDistanceScale=4.8
ShadowQuality=3
ShadowedLights=3
TextureDownscale=0
TextureMemoryBudget=900
TextureTimeBudget=10
UberSampling=1
VSync=1
Rendering config:
[TextureStreaming]
MaxResidentMipMap=6
[TextureGroups]
Default=(Compression=TCM_None,MaxSize=4096)
Font=(Resize=false,Streamable=false,Compression=TCM_DXTAlpha,MaxSize=4096)
DetailNormalMap=(Detail=true,Compression=TCM_NormalsHigh,MaxSize=4096)
WorldDiffuse=(Compression=TCM_DXTNoAlpha,MaxSize=4096)
WorldDiffuseWithAlpha=(Compression=TCM_DXTAlpha,MaxSize=4096)
WorldNormal=(Compression=TCM_Normals,MaxSize=4096)
WorldNormalHQ=(Compression=TCM_NormalsHigh,MaxSize=4096)
WorldSpecular=(Compression=TCM_DXTNoAlpha,MaxSize=4096)
WorldEmissive=(Compression=TCM_DXTNoAlpha,MaxSize=4096)
CharacterDiffuse=(Compression=TCM_DXTNoAlpha,MaxSize=4096)
CharacterDiffuseWithAlpha=(Compression=TCM_DXTAlpha,MaxSize=4096)
CharacterNormal=(Compression=TCM_Normals,MaxSize=4096)
CharacterNormalHQ=(Compression=TCM_NormalsHigh,MaxSize=4096)
CharacterEmissive=(Compression=TCM_DXTNoAlpha,MaxSize=4096)
TerrainSpecial=(Streamable=false,User=false,Compression=TCM_None,MaxSize=4096)
TerrainMaskMap=(Streamable=false,User=false,Compression=TCM_None,MaxSize=4096)
TerrainDiffuseAtlas=(Streamable=false,Atlas=true,User=false,Compression=TCM_DXTAlpha,MaxSize=4096)
TerrainNormalAtlas=(Streamable=false,Atlas=true,User=false,Compression=TCM_NormalsHigh,MaxSize=4096)
TerrainDiffuse=(Compression=TCM_DXTNoAlpha,MaxSize=4096)
TerrainNormal=(Compression=TCM_Normals,MaxSize=4096)
Particles=(Streamable=false,Compression=TCM_DXTAlpha,MaxSize=4096)
ParticlesWithoutAlpha=(Streamable=false,Compression=TCM_DXTNoAlpha,MaxSize=4096)
FoliageDiffuse=(Compression=TCM_DXTAlpha,MaxSize=4096)
SpeedTreeDiffuse=(Compression=TCM_DXTNoAlpha,MaxSize=4096)
SpeedTreeDiffuseDetail=(Compression=TCM_DXTAlpha,MaxSize=4096)
SpeedTreeNormal=(Compression=TCM_NormalsHigh,MaxSize=4096)
SpeedTreeNormalDetail=(Compression=TCM_NormalsHigh,MaxSize=4096)
SpeedTreeSpecular=(Compression=TCM_DXTNoAlpha,MaxSize=4096)
SpeedTreeDiffuseWithAlpha=(Compression=TCM_DXTAlpha,MaxSize=4096)
SpeedTreeSpecularWithAlpha=(Compression=TCM_DXTAlpha,MaxSize=4096)
MimicDecalsNormal=(Compression=TCM_DXTAlpha,MaxSize=4096)
BillboardAtlas=(Resize=false,Compression=TCM_DXTAlpha,MaxSize=4096)
SpecialQuestDiffuse=(Resize=false,Compression=TCM_DXTNoAlpha,MaxSize=4096)
SpecialQuestNormal=(Resize=false,Compression=TCM_NormalsHigh,MaxSize=4096)
Flares=(Compression=TCM_None,MaxSize=4096)
Using Nvidia Inspector and forcing AFx16 and gamma correction with high quality settings (I know Ubersampling set to 1 is supposed to do that, but whatever, there was a difference when turning it on.
Finally, using injectSMAA version 1.2 set to max with the Print Screen button turning it off and on.