>And computing integers IS faster than computing floats, at least on a CPU.
In the abstract yes. In reality not so much. A lot of what floats are used for in games is vector math (you are often in a 2D/3D world), and vector math in fixed point requires a lot more work in integer math since you constantly need to shift down things in order to avoid overflow. Overflow bugs are a constant problem when doing dot products in fixed point integer math.
Another common operation in vector math is square root (to normalize vectors) Modern CPU's do that very fast, and you can also use clever approximations that use the way floating point's are represented in hardware.
Most of whats done in 32 bit floats in games, needs to be done with 64bit integers to manage these problems if you decide to use integers, and that means that your data grows, more cache misses, and things slow down.
On top of this everything you do in a game needs to be drawn on the GPU so you need to convert everything to floats anyway to show them on screen, and converting between integers and floats is also slow.