This document discusses advancements in tiled-based compute rendering. It describes current proven tiled rendering techniques used in games. It then discusses opportunities for improvement like using parallel reduction to calculate depth bounds more efficiently than atomics, improved light culling techniques like modified Half-Z, and clustered rendering which divides the screen into tiles and slices to reduce lighting workloads. The document concludes clustered shading has potential savings on culling and offers benefits over traditional 2D tiling.