Smooth Sync: Sync your Transforms Smoothly across the network

Okay, here is a better example.

The following test was done with 150ms ping and 12 packet variance. The server is on the left and client on the right (ping is simulated).

Interpolation back time is 0.025, position/rotation lerp speed is 0.9, and send rate is 60. The player is NOT using smooth sync. Only the cube.
My basic goal is to get the player pushing the box without the major glitches. I’m okay with a few artifacts, but this is unplayable. Let me know what you think.