I made a mistake when recording the previous benchmark values on this system. They were taken in the "OpenGL vertex program" render path, not the "OpenGL 2.0" render path.
Here are the values in the OpenGL 2.0 render path:
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1.6.0 / +ai+sse2 / -ai+sse2 / -ai-sse2/
1: 92.2 / 92.4 / 95.6 / 99.0
2: 32.3 / 32.0 / 32.4 / 32.6
3: 168 / 173 / 173 / 173
4: 81.5 / 76.7 / 79.3 / 78.6
5: 126 / 131 / 131 / 131
So anisotropic filtering is a negligible fraction of the total when frame rate is slowed by other computations.
Here's the URL that I used to test performance when viewing Saturn:
Saturn benchmarkThis viewpoint shows Saturn with orbit paths disabled.
After obtaining that fps, I typed an "o" to turn on orbits.
These values are for the "OpenGL Vertex program" render path
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1.6.0 / +ai+sse2 / -ai+sse2 / -ai-sse2/ (orbits disabled)
117 / 88.6 / 120 / 119
1.6.0 / +ai+sse2 / -ai+sse2 / -ai-sse2/ (orbits enabled)
87.5 / 77.5 / 97.5 / 96.2
anisotropic filtering is 20 to 26% slower depending on whether orbits are enabled.
It looks like the SSE2 code might help a little when displaying Saturn and its shadows in this render path..
These values are for the "OpenGL 2.0" render path
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1.6.0 / +ai+sse2 / -ai+sse2 / -ai-sse2/ (orbits disabled)
69.5 / 54.6 / 64.4 / 64.4
1.6.0 / +ai+sse2 / -ai+sse2 / -ai-sse2/ (orbits enabled)
60.7 / 49.4 / 54.4 / 57.5
So in the OpenGL 2 render path, anisotropic filtering is 9 to 15 % slower depending on whether orbits are enabled.
In other words, when more computing is required for other effects, anisotropic filtering is a smaller fraction of the total. One can get quite fast frame rates when computing is minimized.
system:
2GB 1.68MHz C2D E63000, WinXP Pro SP2
128MB Quadro FX 550, ForceWare 169.47
1600x1200 display, virtical sync disabled