Some of the aliasing the texture based solution is due to using a rotated grid pattern for super sampling. If the lines are at an angle that matches with the rotation of the grid, they can show some more aliasing than they would otherwise. However the alternative is vertical and horizontal lines alias more. Some of it is also due to how the anisotropic filtering a specific GPU may use. Between a 3080, 2080, and 970, they all use slightly different anisotropic filtering methods. How exactly GPUs handle anisotropic filtering is considered industry secrets, so that's not public data. But there are several publicly available anisotropic approximations out there that can give one some guesses as to what GPUs are using. And a common one is to do less samples than needed with a slightly too-high mip bias.