I have a racing world where AI cars are navmesh agents for the person starting a race, and synced objects for other players. There are no scripts running on them for other players, it is just their position that is being synced. When they are close to other players, they will appear to stutter back and forth. The more players in the world, the more they will stutter. When in the distance, they do not stutter at all. This is a new problem, it was not happening in prior builds of VRC. See attached movie (sorry for the dual audio, I have 2 clients open to test) https://drive.google.com/file/d/11qZxBNN0RVzjA9Z0uStS0s3DAFjuin9m/view?usp=sharing *UPDATE This appears to be tied to framerate. If I lock my FPS to 60, I do not see the problem, but if I uncap it and hit FPS much higher (120+ etc), the stuttering occurs. It appears that the objects being synced are only reporting their position at 60fps with no interpolation to account for users running at higher framerates. It is probably not noticeable when things move at slower speeds, but in instances like my racing world, the difference between 60 and 120+ will be obviously cause a stutter when objects have a velocity close to 100 and you also do while moving right next to them! *UPDATE 2 This only happens if I use my monitor with a 60Hz refresh rate, then uncap the the framerate. If I use my Valve Index at 120 or 144Hz with an uncapped framerate, I will not get any stuttering on objects that I do not own that are moving using ObjectSync as my FPS will rarely get higher than the refresh rate of my headset. So ObjectSync is tied to the Hz that your display is when the game launches, or probably FixedUpdate in some way? This is why I see stuttering when running my world FPS uncapped on my display at 60Hz.