For those not sure what to look for...
What you should be looking for in these shots is the filtering that's being applied to the ground texture and the fence-top on the right; you're seeing the transitions between the mipmap levels as the 'grass' and 'wood' textures are being scaled with distance from the viewport (your 'point of view' ingame). Look specifically at this spot, for example:
NV40
R420
This may not look like much of a problem in a static shot, like these examples, but in a game, mipmaps with 'hard' transitions like the R420 shot show up as a constantly receding 'focus line', especiallly on FPS maps which contain detailed floor/wall textures. If you want to see this in action, load up an indoor map from your favorite shooter (i.e. Q3, UT, etc.) after turning off tri- and/or bi-linear filtering, and walk/run down a long hallway; pay attention to the floor and wall (and cieling
) textures while you're in motion, and you'll clearly see that 'focus line' receding away from you as you advance.
I'm also not entirely sure that these images are correct, because if the R420/NV40 comparision is accurate, the R420 is not applying any filtering on mip transitions; it actually looks like bilinear filtering, or none at all, and that would seem to imply an incorrect setting in the driver panel or game settings.
EDIT: guess I took too long slapping this post together! Y'all beat me to the R420 bilinear deal...