While FPS is sort of an edge case in ROBLOX, we definitely should figure out what changes are required to make ROBLOX animations work.
I’ve said it before and I’ll say it again - custom animation systems are bad. The amount of overhead in Lua compared to C++ is insane. We’re planning to work on this next year, but it will never be good - Lua just sucks from a performance standpoint, frankly - it will just be less bad. For some games right now it’s a necessary evil - we should figure out how to fix this (for example, some games have animation editors that allow extra property manipulation - we should figure out if this is something we want to support first-class, or alternatively provide a way for a developer to integrate this by e.g. storing some metadata for each pose, or just by naming keyframes & associating extra data with them…)
Now, the specific solution to the problem mentioned in this thread of course is something we should discuss - it’s not clear that playing animation instances is a good idea (the encoding of cframe data into a instance hierarchy is pretty suboptimal. We have it well encapsulated so we can change it in the future - may become more important for R15 etc. - but then the use case mentioned in this thread would still require replicating many Pose instances, which is not great).