Games run in user space. They don't have to yield (that's cooperative multitasking), they are preempted by the kernel. And don't have a say about it.
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).