It sounds like he's talking about double-buffering "model" data - like an array of all actors and their positions. You can't have one thread reading the data while another writes to it, but you can have the reading thread work on an "old" copy of the data while the writing thread modifies the live data.
Games often want physics/model threads run with a consistent timestep, but have the rendering thread run as fast as possible.
Games often want physics/model threads run with a consistent timestep, but have the rendering thread run as fast as possible.