I don't know if anyone has caught on yet but virtual texturing on PC effectively makes the driver settings toggles for texture filtering obsolete since indirect texturing
methods traditionally doesn't work with hardware filtering. Games that have implemented virtual texturing often only supports a fixed window of settings for texture filtering so going to higher quality filtering modes (8/16xAF) than officially supported is never a really an option since drivers can't figure out a clever enough workaround to the potential issues. Hardware implementations of virtual texturing (tiled/sparse resources) are compatible with hardware filtering and they could potentially even be used to implement virtual shadow maps but most implementations are bad enough to avoid usage ...
Artists want graphics programmers to implement virtual texturing but they now have to pick between losing hardware texture filtering/derivatives or the hot garbage that is hardware virtual texturing ...