Loyd said he would be glad to and thought it would be fun. It took a few days for Loyd to get back to us, but he ended up answering every question. I've written white papers, done presentations, helped out with benchmarking, and will also be doing competitive analysis. I'll have the opportunity to do some web stuff, too.
Tiled architectures are one way to reduce memory bandwidth usage.
In other words, if there are a lot of pixels in a game or other application that are not drawn, tiled architectures can discard them very quickly. Although this is somewhat useful, it's not really the hard problem to be solving. In the future, Nvidia may pursue a tiled architecture, when it makes sense. At this point in time, it doesn't seem to make sense. Current DDR solutions are not providing enough effective bandwidth to support high resolution rendering that gamers and developers want so much.