I noticed that with default settings of the D3D11, the lines are rendered quite differently compared to OpenGL.
And here is the GL3Plus rendering:

The D3D11 renders the lines with not always 1px thickness which doesn't look as good as in OpenGL. I check online why there are those differences and D3D11 renders the lines as lines or as quads depending on the rasterizer settings which is explained e.g. here.

Theoretically, it is possible to setup the rasterizer in D3D11 according to the main window (1st created) - if it has multisampling enabled, the rasterizer has also enabled the multisampling, otherwise it is set to false. Now it is always set to true in D3D11RenderSystem::_hlmsMacroblockCreated.
Does it sound ok? Is it a good idea to play with this setting? The MS documentation has following statement about the flag:
Because of the differences in feature-level behavior and as long as you aren’t performing any line drawing or don’t mind that lines render as quadrilaterals, we recommend that you always set MultisampleEnable to TRUE whenever you render on MSAA render targets.


