What is tile based rendering?
To explain tile based rendering, one must first delve into the world of conventional graphics systems. In 3D graphics rendering, there are a few overlaying operations that must be performed before outputting the final image.
The basic 3-D coordinate system consists of the X, Y and Z planes. In the Z-buffer the graphical elements in the image are assigned a depth value. This depth value is used to determine where the polygons will be on the Z-axis. Depending upon the transparency of the objects, many polygons will never be drawn because they simply aren't in sight. An image might have a car in front of a duck. As a result the duck doesn't need to be drawn. After Z-buffering, the data is sent on to the frame buffer memory.
With tile based rendering, we have a totally different process at work. As its name implies, tile based rendering cuts up the scene into tiles. Instead of processing an entire image with a resolution of 640x480 at once like conventional rendering techniques, TBR takes small chunks at a time. As an arbitrary number, a tile size might be 20x20. An internal Z-buffer is then used to determine all the depth values before the objects are textured or manipulated in any way. This is where the KYRO shines. The pre-sorting is how the chip figures out only what it needs to draw. Smaller data sets reduce the amount of memory bandwidth needed. Once all the data sets have been tiled and sorted, the processor proceeds to texture and shade the tiles until the entire image is complete.
Conventional renderers do all the work and then filter out what polygons are actually needed (in view). The KYRO determines what it needs to draw first and then does only that, which saves memory bandwidth and processing power. The KYRO only needs regular SDRAM. The card simply does not need the extra bandwidth provided by DDR memory. This is where the effective fillrate term comes into play. With tile based rendering the KYRO doesn't need to generate 750 Mpixels to get the same image a GeForce2 would need 750 Mpixels to create.