could you be a little more specific? is this from real world experience or from some benchmarketing material somewhere?
if i recall from early Zynga (circa 2008), we would get MySQL (InnoDB) on decent commodity hardware (Dell 2U with 8 cores, 32G mem, 15K RPM disks in raid 10, cost about $7K USD) to around 6K QPS before it would eat shit.
that was with correct indexes and only consisting of simple selects and updates (no joins or other complex queries. we probably only had ~10M users in the database, but the `user_item` table at least was likely well over 100M rows).
we even used to have a saying: "first, check the database. if it isn't the database, it's probably the database." when the app crashed, it was almost, almost always the database.
this wasn't at the 'monster' scale that the games later grew to, just a handful of php scripts with a few million monthly actives, a scale that i think a lot of people hope to achieve with modern consumer apps.
i'm just saying that i've lived the daily "it's the database", and i agree that it's a major concern for people building on open-source stacks and commodity hardware for a wide audience. the honest truth is that everything else in the stack is really, really easy to scale in comparison.