Basically all modern GPU architectures implement tiled rasterization. NVIDIA has been doing it since Maxwell (2014) and AMD has been doing it since Vega (2017). Even Intel has been doing it for a few years now starting with their Gen 11 (2019) GPUs.
> Specifically, Maxwell and Pascal use tile-based immediate-mode rasterizers that buffer pixel output, instead of conventional full-screen immediate-mode rasterizers.
The parent article already discusses that article, saying those GPUs don't use TBR in areas where the primitive count is too high or something:
> Another class of hybrid architecture is one that is often referred to as tile-based immediate-mode rendering. As dissected in this article[1], this hybrid architecture is used since NVIDIA’s Maxwell GPUs. Does that mean that this architecture is like a TBR one, or that it shares all benefits of both worlds? Well, not really…
What the article and the video fails to show is what happens when you increase the primitive count. Guillemot’s test application doesn’t support large primitive counts, but the effect is already visible if we crank up both the primitive and attribute count. After a certain threshold it can be noted that not all primitives are rasterized within a tile before the GPU starts rasterizing the next tile, thus we’re clearly not talking about a traditional TBR architecture.
Classic TBDRs typically require multiple passes on tiles with large primitive counts as well. Each tile's buffer containing binned geometry generally has a max size, with multiple passes required if that buffer size is exceeded.
Having watched the video, I'm fairly certain what is being observed is not really tiled.
I'm not however sure what a "tile-based immediate-mode rasterizers that buffer pixel output", but I think that's enough qualifications to make it somewhat meaningless. All modern gpu's dispatch thread groups that could look like "tiles" and have plenty of buffers, likely including buffers between fragment output, and render target output/color blending, But that doesn't make it a tiled/deferred renderer.