It is done by the GPU automatically.Still has nothing to do with developers managing resources. Tile based rasterization is just rendering method that saves up the resources by only rendering the what is showing on the screen and not the ones hidden. That method is the reason why Nvidia gained big boost in efficiency going from Kepler to Maxwell while staying on same 28nm nod.
In previous versions of the GCN architecture, Rasterizers were connected to memory controller first.
With Vega that has changed.
Rasterizers speak directly to L2 cache. Thats why there is no need for managing the resources, to get best out of it, the GPU will manage itself. That is the difference about which I was talking about. And this will be change apparent in the first place, because it will be seen because of the nature of the architecture. Without any optimization done by developers.