They could transparently load balance a user from one different backend platform to the other with zero visible difference to the user.
Is this problematic for WASM implementations? The WASM spec requires IEEE 754-2019 compliance with the exception of NaN bits. I guess that could be problematic if you're branching on NaN bits, or serializing, but ideally your code is mostly correct and you don't end up serializing NaN anyway.
On older versions of DirectX (maybe even in some modern Windows APIs?) there were cases where it would internally change the FPU mode, causing chaos for callers trying to use floats deterministically[1].
[1] https://gafferongames.com/post/floating_point_determinism/ (see the Elijah quote, especially)
that RECIP14 link is AVX-512, i.e. not available on a bunch of hardware (incl. the newest Intel client CPUs), so you wouldn't ever use it in a deterministic-simulation multiplayer game anyway, even if you restrict yourself to x86-64-only; so you're still stuck to the basic IEEE-754 ops even on x86-64.
x86-64 is worse than aarch64 is a very important aspect - baseline x86-64 doesn't have fused multiply-add, whereas aarch64 does (granted, the x86-64 FMA extension came out around not far from aarch64/armv8, but it's still a concern, such is life). Of course you can choose to not use fma, but that's throwing perf away. (regardless you'll want -ffp-contract=off or equivalent to make sure compiler optimizations don't screw things up, so any such will need to be manual fma calls anyway)
Works fine.
This is a not a small code base, and no particular care has been taken with the floating point operations used.