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diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index c0a8407ece..3fa7894fdc 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -170,7 +170,7 @@
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. This value should generally always be set to [code]60[/code] or above, as Godot doesn't interpolate the physics step. As a result, values lower than [code]60[/code] will look stuttery. This value can be increased to make input more reactive or work around tunneling issues, but keep in mind doing so will increase CPU usage.
</member>
<member name="physics_jitter_fix" type="float" setter="set_physics_jitter_fix" getter="get_physics_jitter_fix" default="0.5">
- Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
+ Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of the in-game clock and real clock but smooth out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics_jitter_fix] to [code]0[/code].
</member>
<member name="print_error_messages" type="bool" setter="set_print_error_messages" getter="is_printing_error_messages" default="true">