Quick answer: Buffer incoming snapshots and interpolate remote entities between them, rendering slightly in the past so there is always a next snapshot to interpolate toward.

Jerky remote players are being rendered at the discrete moments snapshots arrive. Interpolating between buffered snapshots makes them move smoothly. Here is how.

How to fix it

1. Buffer snapshots

Keep a short buffer of recent position snapshots for each remote entity instead of using only the latest. The buffer gives you two points to interpolate between at any render time.

2. Interpolate in the past

Render remote entities slightly behind real time (by the snapshot interval) so there is always a newer snapshot to interpolate toward. This trades a little delay for smooth motion.

3. Handle gaps

If a snapshot is late or lost, extrapolate briefly or hold, then snap gently when it arrives. Robust handling of missing updates keeps remote players smooth even on an imperfect connection.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every your game error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.