Well, it seems odd to me that anybody would want "exactly 80 bit floats".
1. In the case of "doubles", it seems like its more important that your code works the same on all platforms. So you can enable precise IEEE754 behavior, to ensure that your rounding errors and whatnot are the same from platform to platform.
You'll still need to somehow ensure that all of your operations occur in the same order however, IEEE754 only specifies when and how 64-bit numbers get rounded. So sorting your numbers, adding them up from smallest magnitude to largest magnitude is important still.
2. In the case that 64-bits is insufficient precision, you should be using something more precise but also consistent across different platforms.
In case #1: its usually more important that all code "makes the same rounding errors", as opposed to "some code rounds more poorly than other code".
In case #2: you'll want ALL your code to have better rounding behavior. And "Long Double" is still implementation specific. Its probably best to go to a pure software solution (ie: BigNums of some kind) if precision is important to you.
The case #3: some people don't care about the precision, and are willing to have lower precision as long as the results are "nearly correct". Video Game programmers are far more interested in speed for example, so the "fast inverse square root" barely even has 10-bits of precision for example, but the far greater speed wins out in most video game situations.