If it has embarrassingly parallel tasks that it can dispatch to a massively parallel subsystem dedicated to solving embarrassingly parallel tasks, is that abuse or smart use of resources?
That being said most simulation games are usually memory-latency and memory-bandwidth limited, not compute limited.
It looks a perfect match. At first. Then you realize that you are not alone.
Very much like using the Java stream parallel API in a webserver is doing wonders in dev, but not in production, as you have many other threads serving other requests also starved for CPU cores
That being said most simulation games are usually memory-latency and memory-bandwidth limited, not compute limited.