I've actually looked at lots of RNG patterns before. A repeating pattern like that could be explained by a PRNG, like XORShift. Honestly, to me, it looks like its "well randomized", but with a relatively small tile.
Most GPUs these days are only fast with 32-bit numbers. I'm going to guess that they just have a small PRNG state, so the "tiles" will be small. They're using something higher quality than your typical Unix LCGRNG for sure (see here for LCGRNG patterns:
http://www.reedbeta.com/blog/quick-and-easy-gpu-random-numbers-in-d3d11/).
32-bit cycles go fast (4-billion is pretty small, all else considered), and many PRNGs fail at actually randomizing their bit differences... so you'll get repeating patterns over the 32-bit cycles. Especially if you're seeing the same pattern over and over again? Seems like the seed has just "cycled over" like an odometer.
EDIT: 1920 x 1080 x 8000 samples == 16-Billion samples. Enough to overflow a 32-bit PRNG four times. Just for some napkin math (and each sample may use more than one RNG value in the raytracing). Throw down some low-quality lower bits, and a "pattern" could very well emerge.
Just my opinion on that matter though.