As of 1/6/2022, Interpolation Throtting enabled by default. You can still opt-out by setting the Workspace property to Disabled. If you need to do so in your experience, please share why below.
We’ve enabled an update for Interpolation Throttling, a feature which can improve client performance by reducing the number of network updates. Interpolation Throttling can be especially helpful for experiences that have large maps and lots of moving parts. Please read the initial announcement if you haven’t already!
Now, rather than reducing update frequencies of all remotely-owned mechanisms outside the player’s simulation radius, it will only throttle what is needed to keep interpolation functioning well, starting with the mechanisms farthest away. This should give the same performance benefits at a better visual fidelity.
If you haven’t enabled Interpolation Throttling in your experience yet (or previously opted-out), I encourage you to try it now by setting Workspace.InterpolationThrottling to Enabled!
If you run into any issues, or for whatever reason cannot enable this in your experience, please tell us more below!
If all remotely owned mechanisms are being interpolated at 30Hz and we are still over budget, the system will begin lowering them to 15Hz, again starting with the ones farthest from the player.
Will it switch back to 60hz if the game is not laggy or when the developer wants the physics to look smooth for other players?
Isn’t it possible to have the network updates be at 30hz and the clients projecting the physics data on the client side to make it look smooth at all times when your pc can handle it.
In my game the physics needs to update as fast as possible as big creations or fast spinning parts could totally screw other people over if it doesn’t update fast enough.
Is there something i can do or that could be done to make sure situations like these will be looking smooth with interpolation throttling set to true? (the videos were made with the default behaviour)
Yes, this is exactly what’s happening. The client will interpolate network updates as fast as it can handle it.
While your videos do highlight some network and interpolation issues, they are not related to interpolation throttling and I don’t think interpolation would improve your case (nor would it worsen it).
Hopefully we can continue to improve complex interpolation cases like yours in the future.
Remember right now “Default” is “Disabled” right now. I do encourage you to opt-in to “Enabled” and see how it impacts your game.
Yes, it will throttle movement updates assuming the other humanoids are simulated on their respective clients. However, throttling their animations is a separate feature (Workspace.ClientAnimatorThrottling, more info coming soon)
Is there a way to set the position or subject where the update will work smoother instead of the player’s position? I have a golf game where the camera is scripted to follow the golf ball with some different angles depending on some conditions, and I wouldn’t like the ball to start throttling in the middle of the strike:
Due to the upcoming Thanksgiving break, I’m going to hold off on this transition until next Monday. Remember you can still set InterpolationThrottling to Enabled to enable it on your game
We had some issues with the enabled transition today and will need to wait until next week to try again.
There’s plenty of reasons you may be experiencing lag in these games, and there’s no guarantee that interpolation throtting solve them (even if it does, the developer could just turn it back off). You should reach out to the developers of these games and have them try enabling Interpolation Throttling in their games.