Once upon a time, C code for games engines looked like this.
void do_stuff(void) {
asm {
}
}
Hardly any C code in sight, and most of the stuff could equally have been coded in MASM/TASM with their higher level macros.
Eventually game devs migrated to proper C.
A couple of years later, C++ code in game engines, was not even "C with Classes", rather C compiled with C++ compiler.
Eventually game devs migrated to proper C++.
Looking at the past, which I was partially part of, I see HPC# as a stepping stone into regular C#, in a similar vein that C code of yore was full of inline Assembly.
It is of course a matter of opinion, however I like to look at the past to see where the future leads to.
So lets see who's is right in about 10 years, regarding how game engines get implemented.