NV has vertex attributes "in-pipe" (hence mesh shaders), and the appearance of a tiler is a misread, it's just a change to the macro-rasterizer about which quads get dispatched first, it's not a true tiler.
The big difference is the end of the pipe, as mentioned; whether you have ROPs or whether your shader cores load/store from a framebuffer segment. Basically, whether or not framebuffer clears are expensive (assuming no fast-clear cheats), or free.
I suppose the difference is whether the render target lives in the "SM" and is explicitly loaded and flushed (by a shader, no less!) or whether it lives in a separate hardware block that acts as a cache.