The instructor sets NetUpdateFrequency to 1 because it’s “as small as I can make it” in order to show the interpolation between updates. Just like the tutorial project, my own looks great with this 1 second update delay.
However, I have a faster-paced game and need faster updates. I would like to increase the frequency, and merely setting NetUpdateFrequency higher immediately causes rubberbanding issues. Even setting it to 2 has small rubberband corrections, and taking it up to something like 10 (which is what Epic recommends for a fast shooter HERE) is unplayable. This issue only occurs when Network Emulation is enabled and there is some lag (average for everyone is what I use). No network emulation = no issue, but I need it to work WITH lag, obviously.
How can I increase NetUpdateFrequency to something like 10 without causing rubberbanding? I’m rather disappointed he didn’t address it in the course.