You don't need hundreds of individual sound sources for that though. When a game comes out that has hundreds of individual sound sources at once I'll give it a listen because the idea is interesting, but I'm not expecting much.
Just so you know I'm never knocking Tempest. I just don't find it sound better than the competition. I have some issue with all current "3d" audio.
They're mostly not implemented deeply except in maybe Demon's Souls, R&C. The rest are good but not transformative. Now those game engines need to adapt as well as the game engine must manage all those "hundreds" at the same time using the GPU-based Tempest to do the calculations, then add audio raytracing and other calculations like convolution reverb.
Most engines aren't ready yet, but if something to expect it should be close to high quality mics placed in real life, close of course. You can make a sound source for each rain droplet, and I don't think we've seen something like that because it'll feel creepy like that barber 3D audio.