Linear or Exponential for Network Smoothing

UE4 offers linear and exponential smoothing for multiplayer games.
What is the difference between them and what fits the most for what types of multiplayer games?
Thanks!

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As far as I can tell, the linear one works better with smoothing rotations. I am working on testing whether the linear one is more expensive and how much more than the exponential one.

It would be great if we can get some replies about this from Epic.