So it's just as simple to develop for a brand new ISA as it is one that's well known? Come on.
For developers, I don't see how it makes a practical difference.
There are two main uses for LRB:
* as a general GPU: here the question of RPG should have been: "when was the last time anyone wrote a pixel or vertex shader in shading assembler language?". (The intermediate language, as defined by MS.) My guess is that this never happens.
* as a compute machine: in this case, you're still likely to use some portable standard, OpenCL, DX compute, whatever, in which case the instruction encoding of the ISA doesn't matter. But if some nutcase decided to write LRB assembler after all, he'd still have to use and learn the new ISA that's LRB specific from scratch. LRB was never supposed to be fast at old-style x86 instructions.
You just defeated your own argument. The people that need to write low-level code are the very ones we're discussing.
It would be interesting if some of the real game developers here give some insight about this. But I thought the era of coding even small sections of code in ASM was long gone.
It made sense when there were extremely repetitive sections of code that took at least 50% of the run time. Read: software based rendering routines in pre-GPU times. Those died with the introduction of Quake 2 (give or take)...
Other than being able to leverage some of the existing infrastructure wrt development tool reuse, I believe the main advantage of x86 is more psychological than anything else. It's a useful bullet on a PowerPoint slide to attract hesitant developers. And that by itself may be reason enough to take some area hit.