E.g.
> Software renderers generally sample textures pixel by pixel, so every texel stays a crisp square. Early 3D cards smoothed textures with bilinear filtering, which looked impressive in 1997 but turns everything soft and blurry to my eye now.
The author is a hobbyist discussing things in context. Early 3D cards, bilinear filtering as done in '97, etc. You cannot take random words and criticize the article. This seems to be a retrogaming hobbyist blog about doing stuff with old hardware and games.
Nitpicking is pointless.