One poster here commented that when programming for the X-Box, disabling anisotropic on one of the texture stages can result in a very significant increase in performance.
So, another explanation may be that the GeForce4 can only calculate the degree of anisotropy once per pixel pipeline, so that if two textures go through that are both set to use anisotropic, then one has to wait for the next clock.
I could probably confirm this if I could find the settings for disabling anisotropic on every other texture stage, but I can't seem to find the settings (I thought they were available in RivaTuner, but can't seem to find them).
So, another explanation may be that the GeForce4 can only calculate the degree of anisotropy once per pixel pipeline, so that if two textures go through that are both set to use anisotropic, then one has to wait for the next clock.
I could probably confirm this if I could find the settings for disabling anisotropic on every other texture stage, but I can't seem to find the settings (I thought they were available in RivaTuner, but can't seem to find them).