culling objects that are occluded from your view is generally worth it, especially on older GPUs with less dedicated memory (including all integrated chips) and less support for parallel processing pipelining.
This also includes console hardware, that is often more optimized for throughput and more exotic component capabilities, like some non-volatile ram properties, but in return less energy efficient and slower over all.
This older hardware benefits more from all the branches that come with more culling, as culling bounds are basically a bounding volume hierarchy.
Some culling methods benefit more from being less general, and more optimized towards special hardware limits. In return they scale significantly worse, can perform horrible for higher resolutions.
Culling is a good option, nearly essential at some point, for good performance and backwards compatibility and support for older hardware.