The full notes for this version are its short notes: that was all that was written then.
Smoother servers under load
- A busy server falling behind used to skip ahead in time, which made its clock jump.
- Players' games read those jumps as network jitter and buffered more, so everyone else was drawn further in the past (31-54 ms instead of about 10 ms on a loaded 2-core machine).
- Now the server catches up a little each frame instead, so its clock stays smooth. It still answers the network between catch-ups, so it can't freeze. Only a huge backlog is skipped.
- Includes everything in 1.12.1.