Quick answer: Increase the interpolation buffer to hold at least two snapshot intervals plus measured jitter, and interpolate toward a time in the past rather than the latest packet.
Snapshot interpolation renders remote entities slightly in the past so it always has two snapshots to blend between. If the buffer is too small, ordinary jitter empties it and remote players visibly stutter.
How to fix it
1. Render in the past by buffer time
Pick a render timestamp of now - interpolationDelay where the delay covers at least two send intervals. At 20 Hz that is 100 ms minimum, more on jittery connections.
2. Size the buffer to measured jitter
Track the variance of packet arrival times and set the delay to cover the 95th-percentile jitter so the buffer rarely empties; expose it as adaptive rather than fixed.
3. Extrapolate briefly when starved
If the buffer does run dry, extrapolate the last known velocity for a frame or two instead of freezing, then snap-blend when the next snapshot lands to hide the gap.
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 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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.