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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.



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