Yes this is a signal processing 101 thing. Simply put you need more filtering. Sadly tough this is not necessarily simple to achieve in a way you want. In fact this is something big studios spend millions dollars to have top people fixing it for them*. Filtering means more blurry image, this is allays a tradeoff you see between sharp and blurry.
Basically you never use the presets for anything anytime. it does not work this way. That is why you have many knobs. IN fact i don't even personally feed the present present any decent starting point for anything.**
So first thing to do is turn on motion blur, this helps because its a timespatial filer. Unfortunately the best possible 3d blur is also insanely expensive (not necessarily true if you use a rasteriser tough). So you could opt for a 2.5 d blur and do it in post process. In anycase this isnot be the fastest approach but i you can afford the rendertime increase you should go for it
You could also do a highpass filtering on the texture itself based on sample distance. This helps by reducing the noisyness of the image. You should try to use elliptical filtering on the texture mipmap. You may want to exagatare this a bit as its spatiotemporal noise as the renderer is not aware of this when doing a frame. This will make the individual frame look less sharp but it makes the moving image look sharper.
Sadly your piorbably going to tell me this wont work because you need X, and Y. Alas theres no perfect solution for the problem. If you find one please share as the general solution is worth more money than you can imagine and probably put you on short list for fields medal, nobel price and various tech awards.
- Basic but not simple really hard core math has been used to do this. Lots and lots of hours hae been poured in tweaking filters, See Nyquist limit for a explanation.
** dont ask me why they are there then. I dont know. they are useless for other than storing your own data to swap.