Prevent CPU gobbling in In.UpdatePhysics()

I was horrified to see the library eating up 100% of one of my CPU cores. I ran a profiler on my code, and 99% of the CPU time was spent in the `Stopwatch.ElapsedMilliseconds()` function found inside of `In.UpdatePhysics()`. I've verified that the physics are still accurately computed, but at practically no CPU cost.
The user should be able to subscribe to certain players physics rather than all or nothing. By only subscribing to a few people (or people of interest), this could increase efficiency. Does anyone know if this function runs regardless if the user has subscribed to the player physics or not?