Does Bolt vary client's fixed update rate and if so, how?

As the title suggests, I'm wondering how Bolt handles adapting the number of inputs that the client sends to the server when there are variations in latency as described by this Overwatch talk at GDC9. Does Bolt modify the fixedTimeStep? A brief overview of how this works in Bolt would be greatly appreciated for me to understand what's happening in my game.
Sign In or Register to comment.