Revision Difference
Networking/Interpolation#551225
<title>Interpolation</title>⤶
⤶
# Interpolation⤶
⤶
A multiplayer client will typically render more frames than ticks. For example, if a server is running at 50 ticks per second, and a client is rendering at a steady 144 frames per second, they are receiving an update every ~2.88 frames.⤶
⤶
The interpolation system prevents this by calculating entity positions between updates. This means that the player sees smooth motion, rather than jittery movement.