They don't say how, but I assume like all of us they moved to a motion-blur friendly time-based BVH. I'm surprised this only recently came up for Blender!
> After a few days of investigation, Sergey improved the layout of hair bounding boxes for BVH structure. What does this mean? A more in-depth explanation is coming soon. Sounds more that they optimized their BVH implementation
> After that, he applied the same optimization to triangles (for actual character geometry)
it suggested that the bug was just using a single bounding box that ignored the motion (which is correct, but slow).