Game dev in general is moving more towards data-oriented design (well a lot of it already has in AAA engineering teams). If larger caches become a staple feature you'll see more and more takeup of that design pattern.
UnrealEngine 5 has finally introduced a framework for cache-efficient processing (called Mass), the old core architecture of Unreal is pretty awful for even multi-threading, let alone cache efficiency. It'll take some time for it to be used widely, but I'm certain it will. I'm using Mass heavily on a title I'm working on at the moment.
Some titles like MSFS it's easier to write cache efficient code....in a simulation like that you have lots pretty well predefined chunks of processing that you need to do every frame (i.e. there's not much conditional logic, it's mostly straight number crunching), so it's very easy to write in a way that maximises your cache utilization.