An important distinction between it and z430 is that it appears to have more explicit tiling and a fixed small (16x16) tile size, and therefore probably has a hardware binning pass prior to geometry as opposed to binning with geometry with skips for already binned polygons. This probably saves a lot of bandwidth in comparison, but like IMG I imagine they employ some kind of compression on their post-transform data. PowerVR should be as "traditional" as you get, having been the only tile based renderers for years, but yeah, there are clearly holes in their statements.