What? It's incredibly easy to take full use of memory bandwidth. For example, put proper volumetric smoke/fire/explosion sim in your game. But game developers don't do that because they are lazy.
No, we don’t do it because the tradeoff isn’t worth it. A gpu based particle sim is very difficult to do well - it’s easy (but computationally expensive) to do a volumetric sim, but when you want that simulation to interact with world geometry correctly it comes with an explosion in complexity and performance.
I promise you want our games to look as good as you want them to look.
How does interaction with world geometry come with an explosion in complexity and performance? Advection has almost same cost regardless of if some cells are solid or not. It's one extra line in your shader + 1 bit per cell. JFA to build solid mask.
I promise you want our games to look as good as you want them to look.