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Split out of D211's 'cosmetic edge-cull-early' caveat - user confirms this is a real functional bug, not cosmetic: NPCs and some world objects stop rendering near screen edges at high FovScale. Root cause: frustum cull / visibility math still runs at nominal unscaled fovy while the render projection is portFovScale-widened. Fix direction + a real risk flagged: some of these cull call sites may double as AI awareness/visibility checks, not just render culling - must audit before changing so portFovScale never leaks into NPC behavior (non-negotiable #2, game logic unmodified). Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG