Tile-Based Deferred Rendering is a technical term that is extremely important in rendering and optimizing game graphics (technical art). A memory-saving and high-speed deferred drawing method that divides the screen into grid-like tiles and calculates only the lights in each tile against the G-buffer.

Real world example: Pre-sorting and delivering mail to each neighborhood association

Rather than having to travel back and forth to the house for each piece of mail, letters (lights) are grouped by delivery area (tile) and the person in charge of that area distributes them all at once, maximizing delivery efficiency.

Tile-Based Deferred Rendering concept infographic diagram

Figure: Infographic that clearly illustrates the basic processing flow and mechanism of Tile-Based Deferred Rendering in Japanese notation

Detailed mechanism and operating principle

Divide the screen into small tiles such as 16x16 pixels, list in advance only the lights that overlap each tile, and process them all at once.