Earlier quoted context omitted.
I guess you can argue that instruction reordering, SMT/Hyper-threading are already eating the easy wins there. And as you said, it seems like the gains taper off at 2x. I'm not sure why games would be a good target. They're traditionally very much tied to a single thread, because ironically, passing data to the graphics and display hardware and to multi threaded subroutines like physics all has to be synchronized. Th…
Yeah, ECS is the approach I've heard can get games to have sufficient parallelism. Though only if you are careful about sticking to it properly, and with careful management of the dataflow between systems. I think the main thing is, apart from the difficulty of doing the analysis in the first place, if you're writing the code without thinking about parallelism, you will tend to introduce data dependcies all over the…
You're almost swinging the pendulum back to a fixed pipeline and I don't think you can get that for free.