How much of that is a chicken-and-egg problem? Gamers buying hardware look for clock speed over core count because that's what today's games benefit from, therefore developers don't optimize for higher core counts because customers don't have them now.
> Games aren't an application that supports parallelism that well since your sound, physics, AI and graphics threads all have to be synced within a single frame otherwise everything falls apart.
I've often heard that repeated, but I'm not sure I totally understand why. I admittedly haven't looked at anything resembling a modern game codebase -- my last time in that space was eons ago in programmer years -- but my instincts would say that doesn't necessarily have to be true, or at least not for that reason.
Graphics and sound kinda make sense, in that you're trying to push out pixels/samples at a fast & regular rate and they need to be perfectly aligned. Though does anything not primarily rely on GPU (which is itself massively parallel) for most graphics work nowadays? Given that, I'd assume the CPU's part of graphics is mostly a support role moving stuff on and off the GPU.
For aspects like AI and physics, I'm not convinced they do have to be locked to frame rate like you say. Why can't they run independently and continuously and let the game take advantage of the "most recent" state of the world as often as needed to match the frame rate? There may be design/architectural reasons this isn't done, but I don't see any fundamental reasons that it couldn't.
Maybe there are factors I'm just missing or not aware of, I'd love to see a good solid analysis of why this is true, if it is.