Yes, I should've been more specific. Mobile GPUs often employed in ARM architectures often use a technique called "Tile-Based Deferred Rendering" (TBDR). This involves not just splitting the frame into tiles but also delaying the actual shading operations. This two-step approach minimizes overdraw but can create bottlenecks in scenes with intricate geometry or advanced lighting, shadows, and reflections.
Nvidia's approach doesn't have this.