There's a whole section on it near the end:
"Another class of hybrid architecture is one that is often referred to as tile-based immediate-mode rendering. As dissected in this article, this hybrid architecture is used since NVIDIA’s Maxwell GPUs."
>Notably missing any mention of TBDR which currently powers the fastest low-power mobile and desktop GPUs on the market.
Another section mentions:
"There’s a long-standing myth (that luckily slowly disappears) that deferred rendering techniques are not suitable for TBR GPUs. "
Yes, they do mention it, but I feel that the relevance of this technique would warrant a more in-depth discussion.
> "There’s a long-standing myth (that luckily slowly disappears) that deferred rendering techniques are not suitable for TBR GPUs. "
This has nothing to do with TBDR. "Deferred rendering" is a "software" rendering technique used to optimize lighting computation, "tile based deferred rendering" describes a hardware GPU architecture that delays fragment shading to the latest possible moment to optimize shader unit efficiency.
They do have a long section on it at the end discussing hybrid stuff.
> This has nothing to do with TBDR
You are right about TBDR vs deferred rendering on a tile based architecture, but it still seems the article did discuss TBDR too just without naming it (probably due to confusion with explicit deferred rendering by the application):
https://docs.imgtec.com/Architecture_Guides/PowerVR_Architec...
The main technique in there is described in the original article I believe:
[original article] "Some TBR GPUs go even further than that and perform perfect per-pixel hidden surface removal and thus can guarantee that every single pixel gets shaded exactly once throughout the whole subpass. "
vs
[imgtech description of TBDR] "Deferred rendering means that the architecture will defer all texturing and shading operations until all objects have been tested for visibility. The efficiency of PowerVR Hidden Surface Removal (HSR) is high enough to allow overdraw to be removed entirely for completely opaque renders."
The micro-benchmark that suggested Maxwell (and later) was a tiled deferred gpu was actually measuring something else. Each GPC gets assigned different sceenspace areas, and concurrency rules between the areas is relaxed (unless explicitly required by shader atomics).
The result looks somewhat like tiled deferred rendering in that micro-benchmark. But it's still very much immediate mode.
A similar thing happened with Navi.
However, there are mobile GPUs (Qualcomm's Adreno) that dynamically switch between tiled deferred mode and immediate mode on a per renderpass basis, depending on what driver heuristics suggest will be faster.
Imgtec and Apple use the term "Tile-Based Deferred Rendering" to mean a combination of tiling and deferred shading. Because that's what their GPUs do.
Other vendors, like qualcomm [1] still use the term "Deferred" in regards to their Tile-Based Rendering, simply because the draw calls are deferred. It doesn't mean deferred shading.
Every company appears to make the the terminology as they go. I found an early presentation from ARTX [2] and they are using database terminology to describe what we now call vertex buffers.
[1] https://developer.qualcomm.com/docs/adreno-gpu/developer-gui...
[2] http://www.graphics.stanford.edu/courses/cs448a-01-fall/lect...
The big difference between a modern desktop GPU and a run-of-the-mill mobile GPU is that the former uses much larger tiles and smaller binning buffers, so you start spilling tiles after just several dozen primitives. Desktop GPUs implement tiling primarily to improve memory access locality. Mobile GPUs on the other hand heavily invest into tiling because it is the basis of their existence, they wouldn't be able to do anything with that low power budget otherwise.
> However, there are mobile GPUs (Qualcomm's Adreno) that > dynamically switch between tiled deferred mode and immediate > mode on a per renderpass basis
I've seen multiple mentions that Adreno supports TBDR, but no actual evidence for it. When asked, folks usually give me some link or documentation that describes immediate mode tiled rendering. AFAIK, "real" TBDR has only ever been achieved by Imagination and Apple inherited it from it and deployed it at a large scale.