The reason the rule of thumb is to throw more hardware at the problem is that most (good) engineers bias towards wanting to make things performant, in my experience often beyond the point where it’s ROI positive. But of course you should not take that rule of thumb as a universal law, rather it’s another reminder of a cognitive bias to keep an eye on.
Every second spent rendering or processing, is time an artist is not working on a shot. Any savings in optimizations add up to incredible cost savings.
This may not apply on smaller side projects or places where technology is secondary.
Hardware can be overloaded quickly if you don't care about it. You still need some engineering to keep everything under control.
I suspect this assumption come from the fact CGI have a lot of different things to render so you try to get the hardware that "support" by and large the problems you will have: You can't focus optimization on every single problem, but you can optimize the 90% use case, so the 10% use case can represent 90% of artist time and keep deadline safe.
I reviewed this book (2014): https://www.fevrierdorian.com/blog/post/2014/08/24/Multithre...