Entity loops would result with additional tasks, true - But should this result in a bottleneck?

In order to validate the production quality of this method, I used the snippet within the main loop of a testlevel with over 600 Entities. Every entity got an action. Some models use normal maps. HDR + DOF and a screen resolution of 1920*1080.

Result:
Quote:
culling_distance: 10000 fps: about 80



Quote:
culling_distance: 3400 fps: 105-110



The fading works flawlessly, plus selection of entities which should be hidden and which should stay would be possible.
e.g. Would work fine for hiding vegetation or other environment entities, but could also be able to force mountains to stay visible.

Conclusion:
For grouping entities and hiding groups of entities, the snippet works very fine and results with a fps increase.
For just limiting the view I would suggest to use the approach of Superku, which is mentioned within the official manual for cases like this.