Tiled rendering order
Full linear framebuffer in video memory but primitives rendered as tiles instead of scanlines
Framebuffer is divided into tiles (16x16, 32x32, 64x64)
SLI is not sufficient - trashes texture caches!
In a four chip configuration, one chip renders 1/4th of the tiles
A Glaze3DÔ-rendering chip ignores the primitive if it doesn’t fall into one of the tiles this chip renders
Framebuffer split between the rendering chips - monster configuration has a 36 MB embedded FB