Does light pre pass always require 2x geometry pass?I mean,if its like that,wouldn't tiling be less expensive assuming you are using deferred shading which does not need secondary geometry pass?You don't need to go sub HD if you do light prepass (the original two pass version). You only need one (32 bit per pixel) render target, since you only need normal vector and specular exponent for the lighting pass. Color is added in a secondary geometry pass. Secondary geometry pass is the reason why light prepass requires more CPU cycles and GPU cycles (vertex transform twice).
However you can do light prepass in a single pass. That is pretty much comparable to fully deferred. It has slightly less light overdraw cost (color is composited after lights) compared to fully deferred, but the lighting formula is more restricted (single color specular, etc).
Oh,just out of curiosity,how much rendering budget do you spend on geometry in Trails HD?