People here crying about load times and FPS rendering are completely out of touch with reality of SW development - getting stuff to function correctly and reliably with requirements constantly changing > performance, and that's hard enough with tools that simplify SW development. Optimising for performance is a luxury very few can afford.
Hilariously, I wouldn't even say that modern software does that well either.
To have performance, you have to understand the data you are working with and how it can transformed efficiently by your hardware. To have maintainability you have to create good abstraction around how you transform your data. To have correctness you have to implement and composite those data transformation in a meaningful way.
All of those things are orthogonal.
Game developers usually and rightfully skip maintainability and invest barely enough regarding correctness. Games are like circus performances while business apps should be made to run the circus.
Game engineers are wizards, but real general-purpose UI is a different problem than they are generally solving. A game UI is typically very limited in terms of what types of information has to be displayed and how. Many applications have to support what is essentially arbitrary 2D content which has to be laid out dynamically at runtime, and this is something different than the problems most games have to solve.
That sounds exactly like the problem most games have to solve. The age of fixed CPU speeds and screen resolutions is long gone. Games have to content with a plethora of dimensions along which to represent an interactive, dynamic, multimedia world.
Most game developers will make it as fast as they have to... in fact most developers do that.
Games are usually developed as abandonware. Do you want your apps to be developed as abandonware?