Frostbite games separate the concepts of simulation (updating the game logic) and presentation (displaying number of frames). This means that you can run one at a higher fidelity without the other being impacted significantly.
Simulation mainly impacts the CPU.
Presentation mainly impacts the GPU.
This way you could run Battlefield 1 with 120 FPS because the game's presentation renders 120 frames per second, while the internal game logic runs at 60 tick rate (updates 60 times per second). Fun fact, this separation of concepts is also what partially allowed Microsoft to enable FPS Boost for so many Frostbite games. This is also how you keep a consistent experience between higher end and lower end devices, especially on PC, something that is very important for multiplayer games (consistent simulation rate would indicate that all game clients are kept in the same state consistently while on the same game servers).
Opposite of this you have games that contain everything in the same update rate. This is a legacy architecture and causes issues such as certain features breaking when the game's FPS fluctuates or the game runs at slower / faster speeds.