The geospatial category of simulations is used to show how origin centric techniques can solve a number of accuracy related problems common to 3D computer graphics applications. Previous work identified how poor understanding of floating point related issues lead to performance, architectural and accuracy problems. This paper extends that work by including time error minimisation, lazy evaluation and progressively refined fidelity and looks at performance trade-offs. The application of these techniques to a geospatial simulation pipeline is described in order to provide more concrete guidance on how to use them.