You can try forcing other AA modes using your driver, with KCD’s AA disabled.
FYI, if you want this and other settings to stick after closing / opening KCD, place a user.cfg file in the root KCD directory, and add commands such as:
r_vsync = 0
sys_MaxFPS = 75
r_AntialiasingMode = 0
Also, I noticed your other post about hardware / performance. I’ve been unpacking the .PAK files in the game to look at the settings, and I don’t believe even a system with your configuration can play the game with everything on Ultra. Indeed, Ultra is a setting that most likely can’t be played smoothly by any current consumer grade hardware.
The settings that impact image quality the most are Textures, all the draw distances, vegetation and object geometry. Try leaving all those at ultra/max, and setting everything else at medium. From there, dial up/down settings until you find which one(s) 1) impact the visual quality of the game FOR YOU, and 2) impact your performance the most.
I’ve found global illumination, shadows, geometry culling, and vegetation quality are some of the most demanding settings.
Another thing, unfortunately Anisotropic Filtering is tied to texture level, despite 16x AF not being a demanding setting at all. With Textures set to High, the max AF level is just 4x - so no matter how good your (edit: I’m writing this for the general public, I know that your 1080ti can use Ultra textures) LOD and draw distance settings are, you will always get murky textures. It’s only at Textures set to Very High and Ultra does 16x AF kick in, making long distance viewing look much crisper (with appropriately high LOD settings).
It’s a shame that AF is tied to the texture settings, and that the recommended GPU VRAM for a given texture setting isn’t specified, except it is in the game’s files. From sys_spec_TextureResolution.cfg
Texture set to Low is for 1 GB VRAM
Texture set to Medium is for 1.5 GB VRAM
Texture set to High is for 2 GB VRAM
Texture set to Very High is for 3 GB VRAM
Texture set to Ultra is for 6 GB VRAM
Those correspond to the Texture CVARS 1, 2, 3, 4 and 7, respectively.
Now look at sys_spec_Texture.cfg
; default of this CVarGroup
So default is High quality textures (CVAR 3) with an AF of… 4x. That was a bad call.
Thankfully, you can manually specificity r_TexMinAnisotropy and r_TexMaxAnisotropy via the console and user.cfg, per the instructions above. If people who have to play at High texture level or lower could set their AF to 16x easily, I think it would make a lot of the texture quality complaints go away. Similarly, if Warhorse would be upfront with what VRAM is need for a given texture setting, they would reduce a lot of the pop-in complaints. I think a lot of the pop-in problems has to do with swapping textures and geometry data out of a page file in RAM or, even worse, the hard disk, to VRAM. So people playing on Ultra Textures with 16 GB of ram and 4 GB of VRAM are likely facing a double-whammy - the game is having to page some game data that should be in RAM to the hard disk, and some geometry and texture data ise being paged either from HDD to RAM to VRAM, or from HDD directly to VRAM (I’m not as familiar with VRAM paging as I am with regular ram), either way it will cause some noticeable pop-ins.
FWIW, knowing this, I’ve got all my LODs and draw distances 3 pip shy of max, and am playing on Very High textures (w/ 4 GB VRAM and 32 GB RAM) and have no pop-in.