With re-programming it shouldn't be difficult to disable frustum culling, at least for when you pause the game/simulation to take a 360deg screenshot (or have a surround display) as there is no frustum anymore, at least not for culling purposes. In the free camera mode surfaces that were not facing you could suddenly be facing you and surfaces that were behind something might no longer be behind something. I wonder how those are handled, perhaps those surfaces are still not shown in free camera mode (or perhaps you can roam the entire map, depending on how it's implemented.)
For applications that stream geometry and textures like Cesium and Google Earth you'd probably have to wait for a few seconds for the resources outside of the frustum to load when you go into a '360 screenshot' mode.
Cesium seems to retain some resources behind the camera (at least for a few seconds) unlike Google Earth, though this is from 1 to 2 years ago, it may have changed.
I wonder if this stuff will be available for WebGL applications, I'd love to see this in Cesium!
Some random thoughts:
-I wonder how curved displays are handled, the driver would have to know the radius and angle of the curve for proper rendering (cylindrical and spherical curves )
-For now it's assumed that the viewer is centered in front of a screen, I wonder when video drivers will also account for off-center viewing, though this would require head position tracking.