anji, I’m surprisingly unable to find much data about the cost of bounds checking in real-world high performance applications like games.
Did you ever perform or find a representative study @repi ? Or anyone using @bevy ?
Intuitively I expect modern CPUs to hardly break a sweat about all these untaken branches, but I have no data. I’m left wondering if gamedevs would not rather skip all bounds checks in release builds 🤔
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