You don't see a difference because the the repetition frequency of the texture is not high enough. Use the same tile texture as in the screenshots above. As I said, this problem occurs in EXTREME cases.
And still, it might be possible that you will not witness the problem, as bilinear filtering + af was disabled by Microsoft in DX11, as far as I know. I have not witnessed it in dx11 games, either. But considering the amount of dx9 games still being developed and being played already, it's still a major issue imo.
EDIT: Here are HL2 screens. Please press once on the pictures (after you pressed on the thumbnails!) to enlarge them; otherwise, the downscaling ruins the result.


Settings: Win764Bit - HD5850/Cat10.9 - 4xMSAA via application, box filter - AF via application - ingame maxed out, bloom activated - A.I off - MipMap HQ
You can play the same scene with these savegames:
http://www.multiupload.com/WB0KBYGV81
I guess there are a lot of NV users with HL2 out there.
Not as obvious as in TM, but clearly visible. See how it depends on the shading. There are textures with way higher repetition frequencies, but this one is lit the right way.
EDIT: And finally, NV-ATI comparison shots (thanks to Gorkon from 3Dcenter):
-left: NV, right: ATI, first two shots: NV: Q, second two: NV HQ-----------------

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Settings:
ATI: HD5850/Cat 10.9 - 1680x1050 - 8xMSAA via application, box filter - 16xAF via application - MipMap HQ - A.I off - ingame maximum, no postprocessing
NV: GTX 460/FW 259.57 - 1680x1050 - 8xMSAA via application - 16xAF via application - Left: Q,Right: HQ - ingame maximum, no postprocessing
Please note that the advertisement changes with every run of the replay. The rest of the scene is the same.