1. A method for tile splitting comprising: estimating, by a processor, time needed for back-end processing on a tile in a tiling rendering pipeline separately from time to process front-end work on the tile, wherein front-end processing includes performing vertex shading on the vertices in a scene and sorting a resulting triangle to a tile it overlaps and wherein back-end processing occurs after the front-end processing and processes each tile separately by vertex shading any remaining attributes, rasterizing its triangles and pixel shading the resulting fragments; using only data from front-end processing to estimate the time needed for back-end processing before starting the back-end processing; and deciding whether to split a tile into sub-tiles based on the estimated time needed for back-end processing on the tile.