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Merge pull request #10861 from skyace65/PhysicsInterpolationLink
Update CPU optimization physics interpolation info
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tutorials/performance/cpu_optimization.rst

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@@ -270,8 +270,8 @@ that feature real-time player movement.
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The solution to jitter is to use *fixed timestep interpolation*, which involves
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smoothing the rendered positions and rotations over multiple frames to match the
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physics. You can either implement this yourself or use a
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`third-party addon <https://github.com/lawnjelly/smoothing-addon>`__.
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physics. Godot has built-in physics interpolation which you can read about
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:ref:`here<doc_physics_interpolation>`.
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Performance-wise, interpolation is a very cheap operation compared to running a
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physics tick. It's orders of magnitude faster, so this can be a significant
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performance win while also reducing jitter.

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