You can clarify how you did it, would be useful for anyone looking into this. But my proposal was focused on changing the game internal rendering resolution. I will elaborate just to be more clear for anyone reading this:
Some games refer to this as resolution scaling or rendering precision, in games, is a technique used to control the quality and performance of the graphics in a game without necessarily changing the screen resolution. It allows you to adjust the level of detail and clarity of the visuals, which can be especially useful on systems with varying levels of hardware capabilities. Here's how it works:
On one hand we have the screen resolution, this is the physical number of pixels on your display, typically expressed as width & height (e.g., 1920 x 1080 for Full HD or 3840 x 2160 for 4K or also 8192 x 4320 for 8K and 7680 × 4320 for 8K UHDV respectively).
Then we have the rendering resolution / rendering precision / scaling, this refers to the internal resolution at which the game engine generates images before they are displayed on the screen. When the rendering resolution is set to the same as the screen resolution, the game is rendering at 100% scale. However, you can scale this rendering resolution up or down, usually limited to 200%, the more you have the better the game will look, and the more resources it will demand from the hardware, under 100% you lose quality but you gain performance (FPS).
I am asking for this because it can be used in conjunction with anti aliasing and in any screen resolution, the better your hardware the better your game can look, it loses a bit of relevance at very high screen resolutions, as you may not see much of a difference. But without a doubt it may continue to look more defined and better than without. Also works in the case when you are limited or capped up for any reason in your screen resolution, this function can help to achieve a better defined image, with less aliasing.