Desktop GPU's power and memory bandwidth budgets utterly dwarf what the mobile GPU has so paying the compute cost of binning doesn't make much sense because they can just throw more memory bandwidth and larger caches at it. Geometry binning and the kind of tiling mobile GPUs use has a lot of performance cliffs so it's generally avoided when you can. The second you go off the happy path of a tiler the performance drops like a rock, like in the compute example in the linked article. Desktop class GPUs can get most of the benefits of tiling by just letting their cache hierarchy do the 'tiling' for them to avoid hits to main memory.
Some desktop cards do some tiling work, probably to improve cache utilization, but they don't suffer from the same performance cliffs that mobile GPUs do.
On a dedicated GPU with lots of memory bandwidth, there's probably no benefit (and maybe even some penalty) to use tiling with lower resolutions (e.g. 1080p). However, 4K rendering might benefit from it and 8K rendering probably requires it.
You might be confusing tiled rendering with various upscaling technologies or variable rate shading?
I've watched parts of that video a couple of times, but I don't fully understand it. The best I can make of it is that PowerVR tiles everything at all levels of rendering, whereas nVidia's Maxwell (and other, more modern, desktop GPUs?) tiles only up to the point of rasterization. If I understand this correctly, it means that pixel shaders on mobile operate on a limited view (their tile, plus some margin?) while pixel shaders on desktop still operate across the entire screen. I don't know if this matters that much in practice, and the distinction seems to be motivated by patents (which may have expired by now?) rather than technical necessity or benefits.
Either way, given the massive importance of cache locality, what I originally said about tiled rendering offering no benefit at 1080p is indeed wrong. I think my understanding of GPUs is more than a decade out of date at this point. These problems used to be solved with more power and wider memory buses. That seems to have stopped scaling well over 10 years ago.