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Pemalite said:


Then it all died out for awhile, probably because the PC was advancing rapidly and the Xbox 360 and Playstation 3 launched, so it was easier/cheaper for developers to ditch the tiled rendering so they can push out games faster.

Of course, things eventually changed, mobile came storming into the market with ARM Mali, PowerVR,
Qualcomm's Adreno (Aka. Mobile Radeon) all pushing tiled approaches due to power and efficiency.
Then the Xbox 360 and Playstation 3 simply got old, people still demanded better graphics, so tiled rendering was a solution once again and it seems to have continued to carry onwards, which is a good sign.

That's half the story but ...

They died out because they couldn't solve the hardware accelerated transform and lighting issue fast enough. 

After having added shaders to their design they always made the most sense in the mobile space where bandwidth was sparse plus I don't think the Adreno features tile based rendering. 

I'm not so sure that tile based rendering was the solution to push for better graphics. It's really good for the purpose of geometry binning but that's about it though. I almost forgot but tile based rendering also came back to desktops with the 2nd gen Nvidia Maxwell and Intel Haswell featuring it! Both of those GPU architectures support conservative rasterization which enables programmable binning so it's possible to do some tile based rendering and maybe AMD can support conservative rasterization too with their GCN GPUs just like how their hardware always supported volume tiled resources as well as pixel shader ordering ...