Quote Originally Posted by gosh View Post
Eeehhh.. Are you joking with me?
Firstly, I can tell you that firing a weapon will need much more branches than that . There is a lot going on the processor. Code isn't exactly like "If shoot then boom" if you know what I mean.

One type of branchy code is parsers. The complexity of the stream that is parsed and how many different paths that could be taken will add to the how branchy it is. But this can be optimized using different techniques.

branch prediction is in fact mostly for stupid developers that doesn't understand how to write fast code for the processor.
Quote Originally Posted by gosh View Post

The paper you showed about branch prediction was for K8, K10 has some improvements there but what I know they are not showing how that works.

EDIT: The most branches in normal code are in fact used to handle errors.
What the hell are you talking about? First you say that game code is light on branches, I give you one case of a general algorithm that pins down how something as simple as shooting a weapon generates branches, then you say it does much more than that.

Gosh, frankly -- in all this discussion, it is becoming more and more clear you are pretty ignorant of how CPUs actually function, it is not worth my time any more.

You will continue to spam forums and get the flack you get because of two reasons, you have a preconceived notion of what you think it does, and what reality is are two different things. The majority application of concepts are wrong. This is why you will always get flack from the community.

It would be worth your time to spend a bit more study into basic, fundamental computer science and unlearn what you think you have learned and re-establish yourself in the fundamentals.

Take care...

jack