It's not ridiculous. It's also perfectly clear from TFA, one has to go out of their way to misinterpret this.
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.
I think the comments section is the perfect place to nitpick something like this.
The point is that the look is not inherent to software rendering. You're misinterpreting this as some kind of denial of historical association. You're own quote there identifies texture filtering as the difference. Explaining that you can get those sharp textures with hardware acceleration, isn’t “pointless nitpicking.”