You still can't render an orchestral-size collection of physically modelled instruments on the CPU. A processor that could would be some of analogy for the modern GPU, but for various reasons, there has been little investment in chip design that would move further in this direction.
Games in particular created a large push for specialized GPU architectures, and there's really no equivalent motivation to do the same for audio, in part because there's no standard synthesis approach that things would converge on (the way they have in GPUs).
So, "perfectly well computed in software for audio" is more of a statement about the world as-it-is rather than one about any fundamental difference between the two media.