Apparently, I found out this very strange bug. This bug requires 2 extreme criteria:
- Very high framerate (500+ FPS)
- The camera is located ~4090 studs above the origin (0,0,0).
Which in my game, both criterias are possible.
In my game, player plays in a relatively high area from the origin (around (0,4500,0)) because that is where the maps were placed at. When player fires their weapon, there is a camera recoil, which is essentially cam.CFrame *= CFrame.Angles(x,y,z)
.
Since The Camera Recoil updates every frame, so the XYZ values are multiplied to (dt * 60) in order to have it synced in different frame-rate.
Let’s take the X axis as example. In each frame, the camera will be multiplied ~0.1 to the X value.
cam.CFrame *= CFrame.Angles(0.1 * (dt * 60),0,0) -- in each 60 FPS frame.
However, on very high framerate, e.g: 500, where dt is (1/500) = 0.002. When the X value (0.1) is multiplied to 0.002, the camera will need to update 0.0002 in each frame.
Here comes the problem:
In this video, this code is being ran. The number represents the Y axis of the camera.
game:GetService("RunService"):BindToRenderStep("test", Enum.RenderPriority.First.Value, function(dt)
workspace.CurrentCamera.CFrame *= CFrame.Angles(0.001 * (dt * 60),0,0)
end)
And strangely, the camera does not update in First Person, only in third person. But when the camera gets to a lower level, it works fine.
It is just weird to see how the camera updates is relative to the camera’s world position. Is there a fix to this?