But interpolation (or extrapolation) for the player himself, surely that must be noticeable
Old versions of Quake ran the physics at whatever your screen refresh rate was.
The end result was that the physics simulation would let you reach certain ledges/heights when your frame rate was high, but not when it was low.
This is not a good way to make the game fair in multiplayer :-)
Every game is different. That being said, good defaults are to:
- fix your simulation time step
- run input and simulation at 60 Hz (good initial estimate)
- send packets at 20 Hz
- render the scene unlocked from physics -- your choice if you want to interpolate and render faster than physics, or stop at 60 Hz
You can also run input faster than physics, but queue input for the next simulation tick. If you update the *camera* (for turning) faster than simulation, that will not affect simulation, and thus will let you appear to give a faster response time to input at high frame rates, while still getting all the benefits of a fixed simulation rate.