Even for non-rendering systems those still usually run at game tick-rates since running those full-tilt can starve adjacent cores depending on false sharing, cache misses, bus bandwidth limits and the like.
I can't think of a single title I worked on that did what you describe, embedded stuff for sure but that's a whole different class that is likely not even running a kernel.
Do no syscalls. Timer tick. Kernel takes over and does whatever as well.
No_HZ_FULL, isolated cpu cores, interrupts on some other core and you can spin using 100% cpu forever on a core. Do games do anything like this?
I haven't heard of it being done with PC games. I doubt the environment would be predictable enough. On consoles tho..?
From what I recall we mostly did it for predictability so that things that may go long wouldn't interrupt deadline sensitive things(audio, physics, etc).
But yeah thanks for making that distinction. Forgot to touch on the differences