Movie are using brute force because of time and money, it’s best to let the artist do whatever he want on model regardless of cost of rendering, except for a few necessary optimization, the thing is that it’s assume to be able to achieve the best quality possible. Also things are made per a frame basis, so you have stuff made to look good only in that frame.
Game are on a different budget, you need 16ms to make awesome and fill that ram sparingly, so you cut everywhere you can and cheat whenever possible. Currently lighting, fluid and particle effects suffer the most.
That’s how agni philosophy (the square enix demo) could run real time on ps4, the main engineer lied to artist and use tools to drastically decimate, remove and downgrade stuff on their back. Original asset where made by a movie team and the engineer was just content to let the do whatever they wanted to have a short deadline. There was some visible downgrade that was negociated because that wouldn’t be simply possible (mostly lighting and particle) but the rest was technical people saying to themselves “damn artist” and doing whatever.
BUT game are also much more dense than movie, they don’t have a frame to optimize from, they must look good at all angles on sets that are vastly bigger than anything produce in a movie (like modeling an entire island, country or continent size area), so the paradox is that this made them looking less dense even though they are. Yet game like uncharted are dangerously close to state of the art movie.
Currently CG movie have a ram budget of 20mb per frames, they generally render frame 4 by 4 which mean their budget of ram is 64, game currently only have 4gb that isn’t only for graphism, each console generations used to have a 10x improvement on cpu and 8x improvement in ram, so next generation would have match current cg load BUT MOORE LAW IS DEAD and 4K is killing the improvement by 4, so next generation with similar improvement will only look 2 times better than now. Not enough to get all the sugar like fluid, light and particles.
But not all movie use brute force, sometimes artist driven solution use “dumb” technique that look good. Just because you see awesome wave and water you should assume simulation, most of the time it is true, but a movie like Surf up, which has excellent water and breaking wave (due to the theme of the movie), use a simple rig driving a blend shape (with a lot of particles).
https://renderman.pixar.com/view/wave-effects-on-surfs-up