From ac8ea10c887c4bdbca316c138d9d334cdeb0d419 Mon Sep 17 00:00:00 2001 From: skyace65 Date: Sun, 13 Apr 2025 21:40:44 -0400 Subject: [PATCH] Update CPU optimization physics interpolation info --- tutorials/performance/cpu_optimization.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tutorials/performance/cpu_optimization.rst b/tutorials/performance/cpu_optimization.rst index fdfd579c6..933ad0729 100644 --- a/tutorials/performance/cpu_optimization.rst +++ b/tutorials/performance/cpu_optimization.rst @@ -270,8 +270,8 @@ that feature real-time player movement. The solution to jitter is to use *fixed timestep interpolation*, which involves smoothing the rendered positions and rotations over multiple frames to match the -physics. You can either implement this yourself or use a -`third-party addon `__. +physics. Godot has built-in physics interpolation which you can read about +:ref:`here`. Performance-wise, interpolation is a very cheap operation compared to running a physics tick. It's orders of magnitude faster, so this can be a significant performance win while also reducing jitter.