I have no idea what that means, but it does not sound good.
culling is when the game figures out an object is blocked from your view, and selects it to NOT be rendered, because why waste render time on an object you cannot see. In every frame the game and gpu look at what geometry to is visible to the player's "camera", geometry that is visible, IE an unimpeded straight line to the "camera eye" prompts what's called a "Draw Call", this tells the GPU to draw the object, geometrty, apply textures, etc. objects that are behind other objects do NOT get a draw call and thus are not drawn and therefore don't exist in the given frame and no resources expended drawing them.
What's happening is that the game is drawing EVERYTHING, even the stuff you can't see. Now when trying to confirm whether a build works, you don't care about that, you just want the game to run, but when it's time to tighten everything up for release, you start doing what's called "optimization", things like culling, and setting the LOD thresholds and other things so that what you have runs
better. Fdev has not done optimization, because they didn't give themselves enough time since they released the game just three weeks after the alpha ended.
Optimization for the record is supposed to take a few
months before you release what you're doing. In short, Fdev shot themselves in the foot by forcing it. This is not the fault of the actual developers, they can only do what they are allowed to do. This is the fault of
management who is supposed to look at the state of the build and make the call to delay, which they should have.