Yep. Tile-based deferred rendering, all the way. And, as of the SGX, now with OpenGL ES 2.0 (ie, fragment and vertex shaders through a high-level language).
Sadly OpenGL ES is behind in support of geometry tessellation (supposedly the new hotness).
The only downside to TB renderers is how much ram you have to store said tiles (the biggest complaint about the 360 is that it doesn't have enough edram for high resolutions and using more than 1 tile slows graphics down a bunch). I wonder do developers even know how much ram they have access to for video?