are we talking about PC 1 or 2 here ? becouse PC1 is imho obsolote with bad code for vr support.
PC 2 is another story , you can do tricks showed in this thread - it makes wonder for distance objects/cars
The sharpening feature is controlled by three values in your graphics config XML file (itself found in your Project CARS 2 documents folder, separate files for VR and non-VR, e.g. graphicsconfigoculusdx11.xml and graphicsconfigdx11.xml):
< prop name="SharpeningStrength" sharpeningstrength="0.000000" />
< prop name="SharpeningClamp" sharpeningclamp="0.045000" />
< prop name="OffsetBias" offsetbias="1.000000" />
... to create these values in the file the first time, either delete your current file and run the game (after you've installed the 126.96.36.199 patch of course), or, if you want to maintain your current settings, run the game and go in and out of the "Performance" graphics menu.
The values are used as follows (apologies for the somewhat technical explanations - the only value most people will want to change probably is the first one, strength):
Strength (0.0->3.0, default 0.0) - the strength of the sharpening, zero being off. I find a subtle amount like 0.6 to be a good starting point. Too high a value will cause shimmering effects and a generally unnatural look to the image. Note that having sharpening on at all will have a small performance cost, but the size of that hit doesn't vary with the amount of sharpening.
Clamp (0.0->1.0, default 0.045) - limits the amount of sharpening at the local pixel level (if you have a large continuity difference between the original pixel and blurred pixel it limits the amount of offset applied).
Offset (0.0->6.0, default 1.0) - the offset from the current pixel for the sampling pattern (so if it's 1 it will sample neighbouring pixels, any less and it will bias towards the central pixel, any more and it will start sampling pixels outside the normal kernel).