FWIW, I've been commonly referring to Imagination's designs as 'TBDR', and as 'tilers' to the rest TBDRs which don't do overdraw elimination. Clearly that's rather arbitrary (and misleading), and I, too, have been considering fixing my terms. I'm considering going with:
* TBDR/OE for tiling/binning scene-capturers that do rigid overdraw elimination, and
* TBDR for tiling/binning scene-capturers in general.
By that convention Imagination's designs would be classified as TBDR/OE, and everybody else (GMA (sans 500), Z4xx/Adreno, etc) as TBDR. I'm also considering using 'just DR' (deferred renderer) for scene capturers in general.
I always thought the "deferred" part in TBDR referred to deferred shading/overdraw elimination approach by IMG (only ones I know of using the TBDR term), not deferred rendering necessitated by scene binning. I mean, now that I think about it I was obviously wrong, especially considering IMR is used as a contrasting term.. but it looks like we were using similar terminology.
Are tilers like Xenon, and by assumption Z4xx, really scene capturing? I mean, I might not understand the concept of operation completely, but it seems to me that instead of collecting all scene geometry then binning it it will render geometry immediately clipped against the tile boundaries, with the option to mark (or maybe remove entirely?) culled primitives and the requirement to render again for other tiles. It seems something in-between immediate and deferred, and also seems like something a modern IMR could mostly (entirely??) do, only lacking the explicit high speed tile memory, that might be serviced similarly with a framebuffer cache.
But I'm probably really showing my ignorance with this post