I think the distinction they are trying to make is, your textures already repeat on a local scale due to the UV mapping. This is what gives it the tiled look to start with. Now if you spruce up your materials and say add some mud/grime/rust material modifiers that are based on the object’s world location, this will help break up the patterns. Two houses next to each other may have the same base brick textures, but if they have mud splattered in difference places, then it will help break up the patterns.