In the indie space, you see a lot more titles where performance is a secondary consideration. The concept (and the style of the visuals) is often more important than having cutting edge graphics.
There are also segments of the business that are more like enterprise software. If you look at something like League or WoW, you have titles that are continuously evolved over many many years, and getting the infrastructure right matters a lot.
With the added mention that the game still has to run smoothly, otherwise it's extremely annoying, no matter how great the concept.
further, the whole point of rust is that is fast and safe.
safe doesn't imply slow.
a lot of game development is entity component systems, and there are several of those for rust - it will be a matter of time until these are good and fast enough to be used in larger and larger games.
In game development, if you introduce a bug that causes a game to not function, you must fix it right away because you may receive lost business and possibly a death threat.
Enterprise developers often look very poorly upon the solutions that game developers come up with, but game development is an entirely different realm, very far away from any enterprise software development stuff I've worked on, or even heard of. I've looked. I didn't believe this myself for a long time.
Games have very strict performance requirements that enterprise software simply does not have. Virtually no one in enterprise software cares about performance, really, and certainly not as a primary concern. Enterprise developers will often just throw more RAM or CPU at the problem until it goes away. I mean why not, that's an option that is on the table. Of course they're going to take that route sometimes. Game developers can't do this, because they're not in control of the hardware that their game is run on.
Games are often scored on how good they look, and how well they perform. Game sales are a function (at least partially) of the score/rating that the title attains, and game developers are paid out of the money that game sales provide. Concerns that do not result in an improved critical game rating are secondary. So, there is a very strong hunger there for performance which simply does not exist in other software development fields. Until enterprise software developers are paid based on the performance of the applications they write, no one who has NOT developed a game and fought performance problems along the way can ever understand.
There are games which consume nearly the entire bandwidth between CPU and RAM on a modern PC -- continuously -- and this is after many optimization passes to prune the data that is needed from RAM at any particular moment in time and make it as small as possible.
Game development is just an entirely different thing than any other kind of software development. Languages created with general purpose use in mind may achieve (and have achieved) some success in game development, but those languages will get in the way of the developer at least as often as they aid the developer. Same rule applies for general software engineering rules.