Unity Physics question.
Is setting FixedTimestep to match the refresh rate of the headset is considered a good practice?
Currently I’m experiencing some jitter with rigidbodies and joints and I noticed that matching the fixed timestamp to refresh rate completely reduces it, but now I’m wondering if it’s something I should do? Theoretically will this cause advantage for players with higher refresh rate in competitive games, why on flat screen this is not an issue and simple interpolate solves any jitter?