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While you are correct, this not specific to Ampere in any way. Every generation makes architectural choices and for each of them you can devise a workload that will act poorly on that specific architecture.I see the main "problem" with Ampere architecture in games, that each sub-unit in SM consist of two blocks. One proper block with only FP32 and second with concurent mix of INT32 and FP32 ops...and I assuming, that without better shader compiling games are using only first block(half of the total shader units). So in some cases we can see that 2080ti with proper 4352 cuda cores can easily outperform 3070 with proper 2944 cuda cores(5888/2). GodFall is good example as it is using tons of shader effects in materials...probably during development it was cooked too fast and we see not so good quality of coding.
Applications like luxmark, 3dmark, ...are better optimized for GPU utilization, there we can see masive performance boos, almost teoretical boost(turing vs ampere).
Nvidia is aware of all this and therefore msrp prices of Ampere TeraFlops monsters are not higher than turing GPUs.
The thing is, when Nvidia or AMD make these choices, they rely on their relationships with game developers and they try to help current common usage patterns, not hinder them. That's why reviews show newer cards to always be faster than what came before