Fixing camera damp with a fixed tick rate

Hello, I recently upgraded my game to use netcode and as such I now use a fixed 60 fps tick rate when updating objects to make the game deterministic. The problem is now that there is a slight jitter with the cinemachine camera (It’s more noticeable if my player object is moving fast or if I change the tick rate to lower values.) I was wondering how can I go about fixing this? Setting the damp to 0 for x and y removes the jitter but now the camera is less fluid as the player is always centered. I was wondering if there is a way I can keep the damping but having it work with my fixed tick rate. Unfortunately I can’t use fixedupdate as it is not completely deterministic. If it helps, here is the basic code I use for the ticks. Essentially until 1/60th of a second has passed there is no movement on the player object.

void Update()
{
if(isLocalPlayer)
{
timerClient += Time.deltaTime;

while (timerClient >= MIN_TIME_BETWEEN_TICS) // MIN_TIME_BETWEEN_TICS = 1 / 60
{
timerClient -= MIN_TIME_BETWEEN_TICS;
HandleTickClient(); // Move player on client
currentTickClient++;
ResetTickVariablesClient();
}
}

if(isServer)
{
// Same code essentially as client to keep things deterministic
}
}

The jitter you describe is symptomatic of a camera target that is not moving smoothly with respect to deltaTime. Cinemachine cannot implement smooth damping unless the target is moving smoothly.

Instead of having the player be stationary between ticks, can you interpolate (or extrapolate) its position, as the physics system does?

Otherwise, you can try setting CinemachineBrain’s UpdateMode to ManualUpdate and calling CnemachineBrain.ManualUpdate() in the same manner as you are updating your player. If you do that, you may also have to manually set Cinemachine’s deltaTime every frame to match the number of elapsed ticks. See CinemachineCore.UniformDeltaTimeOverride.