Update CPU optimization physics interpolation info

This commit is contained in:
skyace65
2025-04-13 21:40:44 -04:00
parent 4fc8c58cf0
commit ac8ea10c88

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@@ -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 <https://github.com/lawnjelly/smoothing-addon>`__.
physics. Godot has built-in physics interpolation which you can read about
:ref:`here<doc_physics_interpolation>`.
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.