> Clearly these issues don't impact FPS games
On the contrary. One of the most common multiplayer bugs is the multiplayer-desync due to different settings of floating-point arithmetic.
https://stackoverflow.com/questions/1948929/keeping-sync-in-...
This stuff happens in pretty much every video game. You "solve" it by...
1. In FPS games, most _clients_ serve as the source of truth. This means that in most FPS games, you allow the client to "hack" the location data for clipping, speed-hacks, and the like. (Server calculated you at point X. Client claims to be at point X+.05. Well, client wins the argument).
2. In games like Factorio, an extraordinary amount of effort is placed upon finding all sources of desync (https://wiki.factorio.com/Desynchronization) and squashing them. Protocols communicate with integers as much as possible, avoiding any floating point issues.
> but do they start becoming problems in weather forecasting or particle simulations? What kind of applications are impacted?
I'm no supercomputer expert. But for reliability, a lot of supercomputer simulations step through twice to "verify" the results. That means both simulations must be setup with the same settings, so that your floats all line up.
In my undergraduate studies, my professor for numeric computing stressed the importance of sorting numbers: not only to avoid floating-point cancellation error, but also to have a precisely defined ordering for supercomputer applications.
You want to do things like add / subtract numbers from smallest to biggest, and all the positive numbers add together, then all the negative numbers add together and only do one subtraction. Cancellation error is serious business!!