If you're just using ECS to parallelize disjoint subsystems then no, it won't get you there. But if you're using it (as Veloren is, and as I hope more people do) in a more deliberate way, to further parallelize
within a system, you can indeed scale quite well to large numbers of cores. I've done some theoretical bottleneck calculations and we will still have tons of work to do with 64 cores available, if the game is written properly. We can already get decent utilization out of 32 threads at busy times, and the server was not really close to peak load in terms of player count (and we are very far from done optimizing):
https://media.discordapp.net/attachments/539518074106413056/....
That's just for our server. Our clients can make use of cores in even more ways, although they have less work to do and generally have fewer cores available, and you can see Veloren taking advantage of 16 client threads with similar utilization here: https://twitter.com/sahajsarup/status/1431837669391142916.
The most important thing I want to note is that in both cases, you are not seeing tremendous imbalance between the cores most of the time. While there are definitely single-threaded bottlenecks in games, you have to be working pretty hard before they start bottlenecking the workload! Instead, we are just suffering from a combination of general inefficiency and lack of work to do.
So no, I'm going to push back against this notion that multicore scaling for games is some sort of crazy intractable problem. It's not. Like any other kind of parallel scaling, it's trivial in some places, more challenging in others, and depends a lot on your workload (including you actually having enough work to saturate the cores in the first place!). But there's nothing special about games here.