But being a Tiling rendering architecture which is normal for mobile applications and not how desktop GPUs are architectured, it would be fair to call it a mobile GPU.
According to the sources I've read, it uses a tiled rasterizing architecture but it's not deferred in the same way as typical mobile TBDR that bins all vertexes before starting rasterization, deferring all rasterization after all vertex generation, and flushing each tile to the framebuffer once.
NV seems to rasterize vertexes in small batches (i.e. immediately) but buffers the rasterizer output on die in tiles. There can still be significant overlap between vertex generation and rasterization. Those tiles are flushed to the framebuffer, potentially before they are fully rendered, and potentially multiple times per draw call depending on the vertex ordering. They do some primitive reordering to try to avoid flushing as much, but it's not a full deferred architecture.