Secondly, this has nothing to do with the number of passes.
Rendering a cubemap can hardly be thought of has multipass rendering, as you're rendering entirely different geometry for each of the six faces, and therefore won't typically need to share all that much geometry between the various faces.
Obviosuly I wasn't talking about passes in terms of multipass rendering, but in terms of the number of times the scene geometry would have to be processed. I don't see why you are trying to pull this out of context, I think it was clear what I meant. I never actually used the word 'multipass' anyway.
While it is true that not every pass has to render every vertex, you will get more workload from the sheer number of render calls, frustum culling, and rendering meshes that are inside multiple frusta (worst case being in all 6 of them).
Which all adds to the fact that increasing the amount of geometry in a scene will adversely affect performance.
All this does is reduce the amount of geometry you can realistically have in the scene before it starts to get significantly geometry-limited. This performance characteristic alone doesn't really dramatically change the types of scenes you can render.
Not the types no, but I believe the original argument was solely about geometric complexity.