Literally NONE of that matters.
Chaos doesn’t play ball with it.
And Chaos is in charge of getting you hit results.
Maybe if the people working on chaos had read this or just about anything on the subject, who knows, performance wouldn’t be so ■■■■ poor…
But it is. So the academic portion is almost entierly irrelevant to the practical result(s).
Still, now that you somewhat understand better, maybe you can see how theoretically checking 3 capsules for collision could net around the same time the brancing process eforces on each axis of a box.
Nvidia did things smarter.
Including splitting off the calcs to parallel processes via CUDA
This would often result in a box costing about the same as a capsule - because the 3 branches are checked simultaniously.
Again, for the nth time.
You are never going to know the real cost of anything until you perform benchamerks on whatever it is you need to get the baseline performance of.
(Particulalry in unreal engine, where performance is literally ignored by the engine developers at all times.)