I think this highlights the absurdity of writing vector code in higher-level constructs rather than the direct ASM. Writing in ASM is not that hard, and the gains can be enormous. I've seen graphics operations sped up by 5x or more, just by writing hand-optimized vector ops in assembly.
This is one of Visual Studio's core strengths vs GCC. Writing an __asm { } block is much more pleasant than the syntax GCC forces on you. Unfortunately this inertia is one reason games tend to be windows-only, even in the post-Apple era.
In other words, phrases like "You must write your vector code with the emitted assembly in mind, because if you fall off the fast path and the compiler switches to scalar code" invokes a feeling of "What? Why does the compiler get any say in what the vector code looks like? Oh, right, everybody shies away from writing ASM by hand nowadays." Which is valid, but sometimes having ultra control is extremely nice. It just feels cool to get a 2x speedup by being persistent and clever. (Those speedups come with future technical debt, though, so there are good arguments against it.)