I might be light-years out of my intellectual league here, but do not Ostsol's shots measure the bilinear blend precision rather than the texture addressing precision? One thing I noticed in the shot was the 32 intermediate color gradients in between the texels, which corresponds well with the fact ATi has 5 bit precision bilinear blending (according to that German article a while back).
My (horrible) logic proceeds as follows - for a 2kx2k texture you need 11 bits to address each texel. You have 17 bits mantissa precision in a normalized FP24 value, which leaves you with six fractional bits for blending, which is one more fractional bit than ATi uses for blending.
One problem would be if you have the texture set on repeat wrap mode (like a tile repeating on a floor). But I doubt you would use a 2k texture for that given the aliasing that would generate.
My (horrible) logic proceeds as follows - for a 2kx2k texture you need 11 bits to address each texel. You have 17 bits mantissa precision in a normalized FP24 value, which leaves you with six fractional bits for blending, which is one more fractional bit than ATi uses for blending.
One problem would be if you have the texture set on repeat wrap mode (like a tile repeating on a floor). But I doubt you would use a 2k texture for that given the aliasing that would generate.