I'm not confused, I said over and over that CS2 will be much more likely GPU bottlenecked than CPU bottlenecked at any decent graphic settings.I think you are confusing two different aspects. Most games are GPU bottlenecked, and the CPU can support this up to a certain extent. All benchmarks of games I've seen measure the FPS you can get with different CPUs and yes, for that there is a limit of CPU cores that make sense. For many games this is between 6-8 CPU cores.
For CS2 it is different. The question here is not about "how much FPS", the question is "how many agents can you simulate" to have a still running simulation. If your city gets larger, the simulation load is what determines how big the city can become. This is very different from the average game where the simulation load usually stays around the same for the whole game. For CS2, those simulation calculations can be spread out to all available computing power, i.e. to all available CPU cores. So the size of a manageable city with your PC scales with the amount of cores you have. This also applies to E-cores.
I guess there is also a limit of cores where the overhead eats up the benefit of additional cores, but from what I've seen this is certainly not around 8 cores but probably not lower than 32 cores with CS2.
What you are now saying is the game creates an artificial limit on the number of agents you can have based on number of threads available. That is a strong assertion that requires proof, only thing I remember CO writing is that simulation can use any number of cores. That's not the same thing.
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