I've told this story before on HN, but my biz partner at ArenaNet, Mike O'Brien (creator of battle.net) wrote a system in Guild Wars circa 2004 that detected bitflips as part of our bug triage process, because we'd regularly get bug reports from game clients that made no sense. Every frame (i.e. ~60FPS) Guild Wars would allocate random memory, run math-heavy computations, and compare the results with a table of known…
Some multiplayer real-time strategy (RTS) games used deterministic fixed-point maths and incremental updates to keep the players in sync. Despite this, there would be the occasional random de-sync kicking someone out of a game, more than likely because of bit flips.
God I love C/C++. It’s like job security for engineers who fix bugs.