In C or C++, does the compiler option of floating point precision really make a difference in real world (small/indie) games?
From my observations, setting fp:fast is many times faster than fp:precise and from what I understand here ( http://stackoverflow.com/questions/6889522/fpfast-vs-fpprecise-what-kind-of-errors-can-i-encounter ) the precision difference between the two compiler options only changes from the 16th digit of a floating point number.
Has anyone encountered an example when using fp:fast went terribly wrong for 2D or 3D games?
Edit: To clarify, I am not asking about the precision of floating point values themselves (ie. float vs double vs decimal). Only about precision related to the compiler option.