then any game developing papers, books, thesis, SDK documentation and tutorials are dead to you
what do you think profiling tools are for?
that applies to any GPU, there is a constant battle to maximize its use, teraflops is the amount of floating operations you can do in a second at maximum, on any game you are not only making floating point calculations, you also move data, wait for response, load states of the api, change texture, change the shader programs wait for vblank signal, drawcall and lot of other stuff and that on top of your own process of what you want to use in the game that may involve more or less work and wait time than other games, in fact this generation was no different why you think one of the performance improvements in vulkan and DX12 was having lean drawcall and being able to do drawcall from multiple cpu cores? deves mention how certain parts of the rendering pipeline takes certain amount om milliseconds and how they reduce that with other process, he was specific amount the waste of time that keeping directx(direct3d) as on PC is for a console represent that is right he is not the first developer to talk about this, the senior developer for metro also talked about it for this generation the interview was in digital foundry
want to use all the teraflops? fill the screen with a solid color and leave framerate unrestricted if the bandwidth doesn't become a problem you will get all your teraflops used in frames