> Pretty much only gamers want +Clock speeds
I wish. We use a commercial path-tracer that scales very well to many cores, GPUs and entire clusters when it's chewing away at a single fixed scene or animation.
But in interactive mode many scene modifications are bottlenecked on a single or few threads and locks until it gets back into the highly optimized rendering code paths. So a lot of work goes into quickly shutting down as many background threads as possible to benefit from high turbo-boost clocks on Xeon Gold processors so the user doesn't have to wait long and then ramp them back up when it's just rendering the fixed scene.