Well, the deferred renderers from PowerVR have always expected that there won't be overflows. I think that the only possibly good tiler would be one that expects there to be overflows. Scene buffer overflows are the worst problem with the design, and there's just no way that the drivers are going to know for certain that the buffer is large enough for any scene a game would want to render, and even if it is, it may be too big, leading to a waste of video memory.
So, as I've suggested in the past, if you have a "tiler" that is designed to overflow, its maximum performance might not be so high, but its minimum won't be as low, either. The problem comes when it is assumed that overflows aren't going to happen.
Anyway, Xmas did point out a flaw in my logic. I was comparing only framebuffer traffic, which would multiply by a huge amount when there's an overflow. But I forgot to think that there's a lot of other things competing for bandwidth anyway.
So, as I've suggested in the past, if you have a "tiler" that is designed to overflow, its maximum performance might not be so high, but its minimum won't be as low, either. The problem comes when it is assumed that overflows aren't going to happen.
Anyway, Xmas did point out a flaw in my logic. I was comparing only framebuffer traffic, which would multiply by a huge amount when there's an overflow. But I forgot to think that there's a lot of other things competing for bandwidth anyway.