(First of all, I really didn't know how to title my question so it tells exactly what I mean so if anyone has a better title feel free to edit my question or leave a comment.)
Look at the water in the screen:
See all the annoying white pixels? That's the specular. It looks nice up close:
But when I move the camera away from water it starts to look bad. Actually, the same problem occurs elsewhere (e.g. with grass or rocks) but it's not as bad as with the specular.
I think I know why it looks the way it does but I don't know how to make it look better, more smooth, something like this:
Well, blur helps but blur is an expensive post-process and it's not the way I want to do it.
How can I make it look better, less pixelated and more natural?
Edit: I mentioned that I have the problem with e.g. grass. The grass' shader only uses a texture. The water's shader, however, uses normal mapping and based on the mapped normal it calculates light's specular component.
Update: Following Tording's advice I've used NVIDIA DDS plugin to generate mipmapped normal map DDS file and I've used that instead in my project. Although I'm not sure if I prefer the result to the previous one:
I realize that my normalmap texture and/or my water shading technique might be to blame, though. :P But my point is - using mipmapping might solve my problem (a lot of sharp pixels/noise) but it also introduces new problems.