Games are real time in the sense that their response window is 1/[desired frame rate] of-a-second. As far as hard realtime systems go, they're some of the slowest.
would you say that about games that are designed to run at 125+ fps?
I mean, that’s only twice as fast. Industrial real-time needs far, far shorter response times.
Games are only firm real-time, but the developers deserve respect for the response time. 1000/125 = respond in 8ms. Many games run at 144FPS (monitor resolution), or every 7ms.
Technically few games have single frame response times. The default UE4 configuration is 4 frames of latency. With tuning it can be brought down to 1 frame of latency. Unity, is uh, Unity.
Yes, things like drone controllers run at 500Hz+ and have much higher cost of failure if a single "frame" runs overtime.
Yes, but nothing explodes or breaks if they miss that budget. A single missed frame isn't ideal, but it's not considered a system failure.