Aiming is minutely jittery

I would like to know why it jitters like this. I have a testing place that has the same scripts same gun same everything but its smooth when aiming. Only difference between the test place and the actual game itself is that there is more going on such as part count. I have already tried :BindToRenderedStep and .PreRender but haven’t noticed any difference. The way aiming works is that the CFrame is lerped to the aimPart found in the viewModel.

if rightMouseDown then
			gunIdleAnim:Stop()
			if currentGun:FindFirstChild("Scope") then
				aimingCF = aimingCF:Lerp(currentGun.Scope.Scope.AimPart.CFrame:ToObjectSpace(currentGun.PrimaryPart.CFrame), .1)
				if workspace.CurrentCamera.FieldOfView > 5 then
					local clampedAim = math.clamp( workspace.CurrentCamera.FieldOfView - 2, 5, 70)
					workspace.CurrentCamera.FieldOfView = clampedAim
				end
			else
				aimingCF = aimingCF:Lerp(currentGun.Gun.AimPart.CFrame:ToObjectSpace(currentGun.PrimaryPart.CFrame), .1)
				if workspace.CurrentCamera.FieldOfView > 50 then
					local clampedAim = math.clamp( workspace.CurrentCamera.FieldOfView - .5, 50, 70)
					workspace.CurrentCamera.FieldOfView = clampedAim
				end
			end
			uis.MouseDeltaSensitivity = 0.2
			if keys.Shift then
				gunSwayAnim:Stop()
			elseif not gunSwayAnim.IsPlaying then
				gunSwayAnim:Play()
			end
		else
			uis.MouseDeltaSensitivity = 1
			gunSwayAnim:Stop()
			
			if not gunIdleAnim.IsPlaying then
				gunIdleAnim:Play()
			end
			if workspace.CurrentCamera.FieldOfView < 70 then
				local clampedUnAim = math.clamp( workspace.CurrentCamera.FieldOfView + 1, 0, 70)
				workspace.CurrentCamera.FieldOfView = clampedUnAim
			end
			aimingCF = aimingCF:Lerp(CFrame.new(), .1)
		end

You can try making the aim view a GUI instead? That might prevent the engine from glitching out like that. It’s a known problem with the Roblox Engine.

Is there a way for me to do that while keeping the suns reflection on the gun? And the way it gets where the bullet comes from is based on the bulletPart in the workspace. Is there a way I can keep the bullet coming from that part while its in a viewport?