I actually have a couple of very specific questions.
1) In general, nowadays are games compiled with fp:/fast or with fp:/precise flags turned on?
2) And what about games with large worlds, that usually have to deal with floating accuracy issues due to long distances from the camera: in those cases, the usual tricks like floating-origin and using doubles for calculating changes in transforms before reconverting back to float are used together with fp:/fast or even with them fp:/is needed?
Thanks for your insights.