I think most trouble today comes from the low level imperative & error prone way of expressing computation, it's just prohibitively hard to ensure correctness with today's languages.
If we continue with the aaa games example, we can see that on consoles programmers do manage to extract parallelism even from cpu side work, it just requires a lot of work, debugging grit, tools, talent and budget along with a specific application with limited parameters.
We just need to make this kind of work easier and PLT seems to me the solution.