Games and physics simulations need to detect which objects are touching or overlapping. With nnn objects, checking every pair is O(n2)O(n^2)O(n2) comparisons, which gets expensive fast. A hundred objects means roughly 5,000 pair checks. A thousand means nearly 500,000.
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The gains illustrate how fundamental design choices compound: batching amortizes async overhead, pull semantics eliminate intermediate buffering, and the freedom for implementations to use synchronous fast paths when data is available immediately all contribute.