I was referring to the D3D "optimizations" where you'd limit certain mipmap levels (or texturing stages if that's teh correct term here).
The idea of it is that you initially pick Level 8x aniso for instance and after that you can optimize per texturing stage (one texturing stage at least have to be left unchecked).
It can look somewhat like that:
texturing stage 0 (unchecked; thus it'll get 8x aniso)
texturing stage 1,2,3 (checked; where you can pick to either use no aniso at all or any other level between 2x and 4x)
That way you'll get anisotropic filtering only on base textures. Additionally there's another box where you can limit the optimized stages (in the example above 1,2,3) to just bilinear.
That application/balanced/performance mode seems to be a Rivatuner carry over from Unwinder's openGL patches, because he had already a simple performance/quality mode in his application, whereby if the drivers where patched with the Anisobooster OGL patch, applications where forced to use whatever setting the user might have set in RT to (performance/quality).
The SS engine w/o the patch would default automatically to quality settings, whereby with the patch it gets forced to use whatever setting you prefer.
DaveH,
I'd still think that it's rotationally invariant. I'm in the mid of a system upgrade so I can't really fool around with that stuff right now. I'd suggest anyone attempting to get around it, can use
Xmas' little anisotesting utility and/or fool around with some LOD adjustments.
A simple LOD bias offset in UT2003 costs in performance on GF's, wether aniso is on or off is irrelevant.