Any time someone throws out a % number for any console you can immediately know they are talking out their ass. Computers just don't work like that, there is no usage meter for an entire system. Now if they wanted to say we are only using x% of memory, or y% of the the PPUs then we are dealing with numbers that can actually be attained...but are still worthless in figuring overall system power.
A system bottleneck basically means that whichever part has the highest usage % is the usage % for the entire system...because as soon as it maxes out the rest of the computer is going to be waiting for it to do its job so they can do theirs. But if you want to go even further than that there are always new programming tricks and techniques being developed that can do things faster than the current standard (and sometimes better)...so if there is no way to tell if you're even doing things efficiently in the first place how can you tell how much performance constitutes the maximum?
Answer: You can't, generally speaking these numbers are given based on a single component and they don't translate from one game to the next because the techniques used in coding are almost always different, even when using similar/same engines. So not only are % numbers BS to begin with, but even if someone were to somehow give an accurate number it wouldn't mean anything in context with other games.
PS - No game is designed to use 100% for the simple reason that a game will not always use the same % throughout the course of gameplay. Chaotic combat situations use more of the hardware than a serene and peaceful scene, so there must be some extra unused juice in the hardware to prevent framerates from dropping below acceptable levels during the scenes that need it.








