@GDCPresoReviews i.e. say you have 64 shader cores total, you might build that in 2 "hemispheres" where batches are cut up very early on runs of something like 128-256 prims or so, get assigned to a partition (with 32 shader cores), and then it just can't leave that partition whatsoever until it all re-joins at the blend/ROP/output stage.
Simpler to build, more scalable, but costs you work efficiency, so a delicate balancing act.
(end infodump!)