Ideas

MRASPZX's avatar
MRASPZX
Seasoned Newcomer
2 days ago

High “Time Smoothing” Caused by CPU Bottleneck – Not a Network Issue

Hey everyone,

I’ve been struggling with a persistent issue in Battlefield where the “Time Smoothing” (extra interpolation delay) value keeps spiking extremely high — sometimes over 300–500ms, even when my ping is stable (30–40ms) and there’s no packet loss.

At first I thought it was a network issue, but after hours of testing I realized it’s actually CPU-related. Whenever my CPU frame time spikes or my main thread hits 85%, the Time Smoothing value skyrockets, and I start seeing:

Enemies teleporting or “rubber-banding”
Bullets not registering
The orange/red latency icon constantly flashing

Basically, the game engine (Frostbite) seems to delay rendering to “smooth out” the desync between the server updates and my local simulation — which means I’m effectively playing half a second behind real time.

I did some digging and confirmed:

It happens even on a wired gigabit connection
GPU usage stays low while  CPU cores max out
Happens only BF6

It looks like the game’s network smoothing buffer is compensating for CPU scheduling delays instead of just network jitter, which creates a massive input-to-visual lag that feels like high latency even when the ping is fine.

Could DICE or EA please look into optimizing main thread scheduling or providing an option to cap or adjust interpolation delay manually?
This issue makes the game feel unresponsive even on strong connections and good hardware.

Specs:

CPU: 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz (16 CPUs), ~2.3GHz
GPU: NVIDIA GeForce RTX 3060 Laptop GPU
Connection: wireless
OS: Windows 11, 
Average network Ping: 35ms

Would really appreciate if the devs could clarify whether this “extra interpolation time” is purely network-based or if it’s also compensating for CPU frame delays — because it’s becoming a serious issue for many players with modern CPUs.

5 Comments

  • HenricusBGR's avatar
    HenricusBGR
    New Adventurer
    2 days ago

    See I thought it might be a packet loss causing this client-sidе, however now that you mention it, it makes sense to be CPU based. I had the same issue in the BETA as well, it doesn't make the game unplayable, but it is annoying when it happens mid game. Only way to delay it from happening seems to be to restart the game.

  • I have the exact same issue, my CPU is not overloading nor overheating at all. It's unplayable.

    Would be nice that devs keep in mind that not everyone have the money to buy a high-end PC. Despite mine is a medium-high quality machine with a Ryzen 9 3900X, an RTX 3060 Ti and 32 Go RAM ...

    Seriously !

    Even early access tactical shooters from smaller studios do better !

  • MRASPZX's avatar
    MRASPZX
    Seasoned Newcomer
    2 days ago

    to be honest,I trust your PC configurtation is enough,I guess might be other setting cause it

  • MRASPZX's avatar
    MRASPZX
    Seasoned Newcomer
    17 hours ago

    I’ve done some additional testing on this issue — after disabling C-States and SpeedStep, the problem actually got worse.
    Disabling Game Mode also made the issue even more noticeable.

    At this point it’s pretty clear the problem isn’t related to power saving or Windows scheduling, but rather something deeper in the CPU-related code or timing logic of the engine.
    The “Time Smoothing” value keeps rising whenever the CPU frame pacing fluctuates, even with a perfectly stable network.

    So it looks like the interpolation delay system is reacting to CPU timing instability instead of network jitter — basically confirming it’s a CPU-side issue in the current build.

  • MRASPZX's avatar
    MRASPZX
    Seasoned Newcomer
    17 hours ago

    Just to add to my previous comment — I tested the BF6 BETA before, and this issue did not occur there.
    The Time Smoothing values stayed perfectly normal even under high load, and there was no CPU-related desync or rubber-banding at all.

    That means something introduced in the release build likely changed how the engine handles CPU timing, frame pacing, or interpolation buffering.
    Whatever new system was added between BETA and the full version seems to be what’s triggering the excessive Time Smoothing behavior.

    Hopefully this helps narrow it down — the BETA build proves the network code and smoothing logic can run fine, so the regression must be linked to new design changes in the final version.

About Battlefield 6 Bug Reports

Report bugs and see what the Battlefield 6 community is saying on this forum.Latest Activity: 20 seconds ago