Compilation parallelism is generally bounded roughly the number of independent compilation units. For my main codebase, that is in excess of 1200. That is, on a system with 1200 cores, I could use all 1200 cores productively, at full capacity (ignoring disk i/o waits) [1]
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 :)
This has no bearing on how new the engine is. The workloads scale much differently when it comes to parallelism. While it might possible to get a little more parallelism and concurrency with a newer engine. The ability to scale is much more limited for games.
Just because a game uses threads does not mean it can magically get rid of Amdahl's law. The CPU workload of games does not scale anything like compilation.
I never claimed it did. Compilation is an embarrassingly parallel task. This means you can increase the number of threads by a much much larger amount before you hit Amdahl's law. That is not true for video games unless you count what runs on GPUs. Not only can it be less obvious on what to parallelize in a game engine. You quickly start to see the parallel slowdown/diminishing returns in game engines. Further, not every thread in video game is going to use the CPU at 100%, a lot them will be waiting on IO, and not using any time slices till that IO task is finished.
Games do not scale like compilation, it does not matter what engine or how new that engine is.
> Further, not every thread in video game is going to use the CPU at 100%
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.