Then there's also the GPU tile buffer (which they may also be calling a "TLB" here?) - which I think is what he's referring to here - on a TBDR system there's an advantage if it can calculate multiple passes on the image while keeping all needed info in the on-chip tile buffer (Think stuff like depth and color data when rendering a large scene), as if the intermediate results aren't actually needed (such as a partially drawn scene where more objects will be drawn on top of some of the pixels, or an intermediate output before some post-processing pass) it may never actually touch the main memory so has the ability to save a lot of bandwidth.
I'm pretty sure it's the second the OP is referring to here, as if you blow past this buffer size you can hit a performance cliff, and methods to optimise it's use (such as rendering tiles of multiple passes instead of doing each pass on the full screen view separately) doesn't really make any difference to immediate renderers, so is something "new" developers need to take into account for deferred tiler architectures.