Frustum culling is completely unrelated to scheduling. It’s just a technique for avoiding spending processing or rendering time on things that can’t be seen by the camera. It existed before games were multithreaded, during the time when they typically had a single main loop.
Games are not using complex scheduling and multithreading to achieve acceptable performance updating 2000 entities. You can achieve that easily on a single thread by laying your data out to take advantage of locality of reference and the CPU cache.
Games are not using complex scheduling and multithreading to achieve acceptable performance updating 2000 entities. You can achieve that easily on a single thread by laying your data out to take advantage of locality of reference and the CPU cache.