I found a better article on the subject:Guden Oden said:It's not limited at all. Unless there are any sneaky ways to circumvent the issue entirely, it's perfectly possible to fill the buffer to capacity, then draw what's in it, fill another buffer (possibly while drawing the first one), then draw that, etc.
http://www.beyond3d.com/articles/tilebasedrendering/index1.php
From what I can tell, you need to fill the scene buffer with triangles first. While this is happening you're recording into each tile buffer which triangle is in it. Now you sort the tile, then start rendering. So the scene buffer needs to be filled, otherwise you could render a tile before the CPU has put a triangle in the scene buffer.
It's clear that the tile buffers are located on-chip. I can't tell if the scene buffer is or is not. I think this is where the notion that too many triangles would fill up an on-chip buffer came from. If that buffer is in graphics memory, then you'd have a lot more space to play with for triangles.