For mobile graphics, it often uses tile based deferred rendering, which only one tile of primitives is rendered at one pass. The main reason is to reduce the memory traffic by increasing the spatial locality, as in mobile memory bandwidth is a big issue since GPU doesn't have dedicated DRAM as in desktop.
For mobile graphics, it often uses tile based deferred rendering, which only one tile of primitives is rendered at one pass. The main reason is to reduce the memory traffic by increasing the spatial locality, as in mobile memory bandwidth is a big issue since GPU doesn't have dedicated DRAM as in desktop.