Entity-based programming is basically object-oriented distributed processing. VR systems require distributed processing because the multiple sensors and device drivers generate too much information for a single processor. VEOS uses entities extensively.
I have also developed asynchronous parallel processing environments for boundary math. Distinction networks, for example, are a very-fine grain, light-weight parallel architecture for distributed/parallel logic processing.
Here is some early work on performance maintenance, and some discussions about parallelism and entity-based systems for VR.