It’s a similar issue as to what happens with foliage. Microfacet shading becomes not so micro at a distance. I’ve been able to alleviate it somewhat by using mip sharpening for textures like normals and roughness so their per-pixel detail is maintained for a farther distance from the camera. You could also try the normal composite option for the roughness texture, which is pretty similar to what Sledgehammer did for WWII, although their’s was specifically meant for solving this problem and not to reduce specular aliasing.