> MP3 is a lossy format so I would practically guarantee that you’d end up with a smaller file but that’s not the purpose of FLAC. Lossless encoding makes a file smaller than WAV while still being the same data.
You misunderstood what you are replying to. FLAC works by running a lossy compression pass, and then LZ encoding the residual. The better the lossy pass, the less entropy in the residual and the smaller it compresses. FLAC’s lossy compressor pass was shit when it came out, and hasn’t gotten any better.
Flickering textures is caused by truncation and wouldn’t be any better with integer math. The same issues apply (and are solved the same way, with explicit biases; flickering shouldn’t be a thing in any quality game engine).
Floating point math is largely desired for mastering because compression (technical term overloaded meaning! Compression here means something totally different than above) results in samples having vastly different dynamic ranges. If rescaled onto the same basis, one would necessarily lose a lot of precision to truncation in intermediate calculations. Using floating point with sufficient precision makes this a non-concern.