I'll preface this by saying this is a trivial at best issue, but it is an issue nonetheless.
In RVMat stages, in previous entries in the ArmA series you have been able to choose what type of filtering is used on the texture. In DayZ regardless of what option you enter it still seems to use anziotropic filtering.
I have tested this by using Filter="point" on a low resolution texture applied to a plane in buldozer. When loaded with DayZ filtering is still applied on that texture. If I were to load it using, say, ArmA 2 instead of DayZ, the point filtering is immediately noticeable and of course not blurry.
It'd be really neat if I were able to access at least pint filtering in DayZ, however, I understand it may be non-trivial to implement and be of little use to anyone else.