Game engines and physics simulators (Unreal's particle systems, DOD-style ECS frameworks like EnTT) switched from AoS to SoA specifically to let the compiler auto-vectorize with AVX/AVX2, since scattered per-particle fields defeat SIMD entirely. This same layout decision is why columnar databases like ClickHouse and Parquet outperform row-oriented storage by an order of magnitude on analytical scans.