Optimizing floating point calculations in this way will impact the precision of your results. Multiplying by the reciprocal will not produce the same results as a division, especially when the error is compounded over multiple operations. Using the fpmath=fast option will also let the compiler produce faster code at the cost of accuracy.<p>Will this reduction in accuracy affect your application? For graphics and physics, maybe not, or at least not until some compounded error in an edge case makes a collision detection fail, or causes an unsightly visual error.<p>Don&#x27;t just sprinkle these optimizations throughout your code without understanding the accuracy requirements of your program.