Quote: "The problem is, the textures are made with crispy-sharp pixels, but DBP will render the textures on the DBO objects kinda blurry."
That is exactly what I mean. Have a look at the attached demo. The scene shows three cubes, the left hand cube has default shader mipmapping, the middle one has default DBPro mipmapping, and the right hand one has a large negative mipmap bias applied to the texture read which effectively turns off mipmapping. The left hand and middle cubes look somewhat blurred compared to the right hand one.
However if you rotate the cubes by pressing r you'll see the shimmering effect on the right hand cube.
Now try increasing the bias to an acceptable level by pressing a. On my machine, and with my eyesight, the shimmering effect is lost somewhere around bias = -0.8 - and the texture looks sharper than on the other two cubes.
These things are all about making the best compromises and I guess display resolution is a factor to consider as well - I'm using a display of 1600x900.