It’s still rendering, it’s still released as final… and there is still a battle of who’s doing it best. I think where you fail to understand, and i say this because of your choice of words, is what you consider “final”. You’re trying to put separation and boxes where there isn’t any.
It’s not just about films, or games. It’s also about anything that needs representation in 3D / VR / Screen. So “production” or “Post-production” really depends on the project. Like… What’s “Post Production” for a Medical Scan device? Real time 3D imagery of medical scans. If you can view the 3D scan in VR or on screen directly as the camera/scanner is moving inside someone’s body. Responsiveness is really important. So you need to take the scanning device data, build the 3D representation and represent it in less than 33ms (for 30 fps) or less. So that the model is responsive and the tool useful.
At the end of the day, all it is, is that the image is rendered by a renderer and it’s rendered in less than what a single frame takes in your view refresh rate.
Technically Windows renders the very window you openned to browse this forum. Do you need to wait for render time to move that window around? No. Cause it’s rendered in Realtime, aka faster than your monitor refresh rate. Is it final? Yes, very much so.
Usually Software Renderer like VRay will never reach real time. It’s just not fast enough. Game engines render using Hardware rendering interfaces like OpenGL or DirectX. Which comes with its technical challenges and ways of working that differs greatly from working with Software rendering pipelines.
It seems to me that you are unaware or ignoring hardware rendering side entirely.