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I'd appreciate any informed theories as to why this might be the case! The r/Games thread which pointed me to this is full of non-technical explanations of the concept of multi-threading and vague jabs at the developers for not 'optimizing' enough.
With 100 threads running like that, not only do you have the overhead of the OS scheduling 100 threads to run on ~8 or whatever cpu cores, but also I would assume these threads are all running different code, so there would be some overhead with context switching / cache. Presumably these threads communicate, so they're likely using some form of synchronization primitives.

Here's a pretty enjoyable video about how they handled this sort of engine design problem using something sensible: https://www.gdcvault.com/play/1022186/Parallelizing-the-Naug...

Why we’re on the topic of bloated inefficiency, can we talk about steam’s website?

Why does a company that takes 30% of PC gaming revenues need to add 70 content trackers to their forums?

Probably because they take 30% of PC gaming revenues.
With no bosses, there’s nobody saying: “no, you have to use this one.”
I wonder, what kind of tools can be used for profiling CPU performance while playing a game?