@alyx
I spent hours listening to this guy and other videos on the topic, and I still cannot say I have even surface level of understanding.
https://www.youtube.com/watch?v=KEtb0punTHk
But from what I understand, it's shadows. Old hames used to have a binary and sharp shadow, that was done using a method called shadow projection. This was fast, readable but extremely limited.
Modern games on the other hand try to get shadows as dynamic and varied as possible. And the fastest way to get the overlaping shadows or transparencies is dithering. BUT: The devs don't even see it, since they got used to using several layers of effects, that blur the entire image, making individual pixels insignificant in their opinion. TAA is the most famous of these.
So, yes. We used to have solutions, but the game engines are now developed with the assumption, that the game will be blured afterwards, and watched from 2m away on a 4k tv anyway.