I've been out of the games sphere for a long time, but is slerp() really the default idiomatic interpolation approach in modern games nowadays? There are a vanishingly small number of scenarios where lerp() + normalize() doesn't work perfectly well enough and it is drastically faster and SIMD-friendly. That used to be the case at least.
You can see what's wrong with that approach by considering the difference between traveling at constant speed along the arc of a circle versus traveling at constant speed along a chord, and projecting the point (out from the center) onto the arc. It works great if the chord is far away from the center (and also the angle is less than a half turn). If the chord goes through the center, it doesn't work at all.
It was essentially the same reasoning as for using `-ffast-math`. Yeah it's not "correct", but users can't tell the difference and it has a measurable performance benefit.
To be clear, I'm not questioning using slerp() at all, it definitely has a role to play. I'm just wondering about using it by default as implied by the post.