You do still get major titles that are completely single-threaded.
The parent was talking about c++ compilation.
A c++ compiler is very different from a game engine written in c++.
That will create 16 instances of the compiler each compiling different compilation units. I could even do the following: make -j 128 and that will spawn a 128 processes, and still scale. I can keep scaling this assuming I have enough compilation units (aka files)
My impression is that few games (if any) can ever approach this level of potential parallelism. There are not many tasks in computing with this level of "embarrassing parallelism".
[1] somebody actually did this with Ardour once, on a system with 1024 cores. The current normal-system compile time record for the software is a little under 5min (Ryzen Threadripper 2950X + 64GB of RAM). The k-core system completed the build in less than 10 seconds :)
Any data on the precise machine specs that did the record? I'm talking about the TR 2950x one, not the custom-built many-core machine.
I'd be interested mostly in motherboard and RAM speed.
Which is embedded in my first comment on game multithreading: "older" games assume 4 cores, some are single-threaded.
Neither can compilation.
Games do not scale like compilation, it does not matter what engine or how new that engine is.
https://en.wikipedia.org/wiki/Embarrassingly_parallel https://en.wikipedia.org/wiki/Parallel_slowdown
Modern game engines do not segregate work according to threads, they use thread pools. If one green thread is busy with I/O, work can be scheduled on its OS thread.