- The PowerVR chipset uses a method of 3D rendering known as tile-based deferred rendering.
- Rays are cast onto the triangles associated with the tile and a pixel. PowerVR hardware typically calculates the depths associated with each polygon for one tile row in 1 cycle.
- Unlike a more traditional z-buffered rendering pipeline, no calculations need to be made to determine obscured.
- Allows for correct rendering of partially transparent polygons, independent of the order.(It is generally not included for lack of API support and cost reasons)
- As the rendering is limited to one tile at a time, the whole tile can be in fast onchip memory, which is flushed to video memory before processing the next tile.