Guys, guys. You don't need the word of a designer. It's obvious from the EXT_texture_filter_anisotropic specification, which was written by nVidia.
Similar to MIP mapping, there are specific limitations on how many samples can be used.
Oh, and sample caching would destroy the entire point of anisotropic, as that would mean that samples would be shared between pixels...
Here's the relevant portion:
It is also acceptable for an implementation to approximate the ideal functions Px and Py with functions Fx and Fy subject to the following conditions:
1. Fx is continuous and monotonically increasing in |du/dx| and |dv/dx|.
Fy is continuous and monotonically increasing in |du/dy| and |dv/dy|.
2. max(|du/dx|,|dv/dx|} <= Fx <= |du/dx| + |dv/dx|.
max(|du/dy|,|dv/dy|} <= Fy <= |du/dy| + |dv/dy|.
Here you see that any anisotropic implementation, if it does not perform to the exact formulae laid out previously in the specification, it must be within these boundaries.
Note that there is both a maximum and minimum. This means that for some surfaces, there is a maximum number of texture samples that can be taken.
It is acceptable for implementation to round 'N' up to the nearest
supported sampling rate. For example an implementation may only
support power-of-two sampling rates.
This sounds to me like a direct relation to nVidia's implementation, which appears to only support power-of-two sampling rates (at least, that's what the drivers would have you believe).
I imagine you'd like to say, "But, doesn't this mean that if 8-degree aniso is selected, that that is the only sampling rate supported?" To answer this, I'd like to point to the fillrate tests of 3DMark2k1. Here are the scores on my machine:
(aniso degree)
single-texturing)/(multitexturing)
None: 507.9/1289.8
2x: 428.8/481.0
4x: 428.8/481.4
8x: 428.8/481.4
Now, what you are seeing here is, plain and simple, the "enabling hit" that I talked about previously with anisotropic. While no anisotropic should be applied to this fillrate test, apparently something is less efficient, though I'm not sure exactly what. The most obvious thing would be that the GeForce4 hardware reserves fillrate for potential extra anisotropic levels whenever any degree of aniso is enabled (As a quick side note, I accidentally had 2x FSAA enabled for these tests, so they are rather low for a GeForce4 Ti 4200, but that shouldn't make any difference in the conclusion).
Notice that there is absolutely no additional performance hit from increasing the degree of anisotropic. This is simply because no anisotropic is actually being applied (something else is, apparently, causing the performance drop...hopefully the NV30 will fully address this issue). All polygons in this fillrate test are parallel to the viewplane, in which situation the anisotropic specifications require no anisotropy.
Now, in games, there is most certainly a drop from enabling the higher degrees of anisotropy. This is obviously for the simple reason that real games actually have surfaces that use these higher degrees of anisotropy.