So, the interpolation changes have been done and sitting on Live for some time now, but they've been toggled off for a couple of reasons.
First is that we need to do a test run before we decide (and *if * we decide) to turn them on for good, and we've been handling much higher priority issues post DX11, much (but not all) of which is thankfully resolved now.
Second, and the main point of concern internally, is that it significantly increases our bandwidth usage. This means it costs us more money and may come with performance implications (the opposite of what we want.)
We'll need to schedule some time to do testing with proper metrics on how the change is performing Live, which is the most challenging part. Feedback about hit registration, framerates, and performance in general tends to be a broad spectrum of feels with evidence rarely coming alongside it. When we see video of an issue like in the OP, it tends to be of a situation that's an edge case with a variety of factors that ...
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