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NV has vertex attributes "in-pipe" (hence mesh shaders), and the appearance of a tiler is a misread, it's just a change to the macro-rasterizer about which quads get dispatched first, it's not a true tiler.

The big difference is the end of the pipe, as mentioned; whether you have ROPs or whether your shader cores load/store from a framebuffer segment. Basically, whether or not framebuffer clears are expensive (assuming no fast-clear cheats), or free.




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