BindToRenderStep silent switch from RenderStepped to PreRender causing issues

Hi; Recently there has been a silent update that made RunService’s BindToRenderStep use PreRender instead of RenderStepped: Now, I don’t know how much testing went into it to consider it ‘safe’ for >60 FPS, and it usually would not be an issue, but as someone who works primarily on rhythm games; every frame matters, and it shows.

The playerbase basically raging about this

PreRender appears to be locking UI updates to 30-60FPS, ignoring what the player FPS actually is (unlike RenderStepped); which tanks performance by a lot.

BindToRenderStep has recently been updated to support the silent deprecation of RenderStepped as well, making all games using it to automatically switch to use PreRender instead of RenderStepped without any official warning or period of testing.

Visual Aid: (Monitor of 120Hz+ is recommended, otherwise no difference is visible which goes against the point)

Direct Links: Happens in both Project: Afternight and Friday Night Bloxxin’
System Information: Unrelated
Reproduction Files: Unrelated? (Both games are coded differently but both use BindToRenderStep)

Expected behavior

Either;
PreRender would act at least similarly to RenderStepped without a limit on performance
or
Allow developers to set whether PreRender should have a limit or not.

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Created a reproduction just in case.

The issue you reported has been fixed. Please verify on your end, and if you face any lingering problems, don’t hesitate to reach out.

Not the original OP, but I vouch for the same issue in here in my own game.
The game viewport updates smoothly, but the UI has an inconsistent reduced update rate on my end.
I tried moving the UI updates to a different RenderPriority, but the problem still lingers.

Nevermind, turns out that AudioPlayer (and Sounds) instances doesn’t report TimePosition accurately as it should be anymore.
No idea if this is a technical limitation or a bug, but I thought to point this out if anyone else encounters this issue as well.

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