Client sees lower framed animations on NPCs than the server

This is a very odd problem that occured after a recent roblox update. When there’s about 30 or more NPCs in the game their animations become really choppy and lose much of it’s smooth transition from one frame to another. The weirder part about this is that when the animation is seen on the server it’s not choppy but only on the player’s screen is it choppy.

I thought the cause of problem was that I was playing the same animation on loop multiple times but that’s not the problem either, this problem still occurs even when I just run this on every NPC with no additional code:

local Character = script.Parent
local Torso = Character:WaitForChild("Torso")
local Humanoid = Character:WaitForChild("Humanoid")
local CurrentAnim = Humanoid:LoadAnimation(script.Walk.WalkAnim)
CurrentAnim:Play(nil, nil, 1)
print("Playing anim")

I thought another possible problem was GUIs (more specifically viewport frames) and other local scripts, deleted them all and the changes aren’t immediate and it’s very inconsistent. Was there a certain change to :LoadAnimation that I’m not aware of? I’m really bummed out that I can’t figure out what’s going on, it’s making my game look really off.

I think it might because of clientside lag, Try loading the animations on the client instead

Even ran it where animations are only loaded clientside still the same results

Are you using the Moon animation editor? Moon makes animations at 60fps, maybe its too much for the client to handle? try the default animation editor maybe?

The overall majority of animations I’ve made have been made on the default animation editor. Don’t understand why the animations are too much for the client to handle when it didn’t do this before. In the example above I use about 100+ NPCs but this problem still occurs when there’s way less NPCs in the workspace.

Also in this video animations appear to be stuttering even though it should not rendering any animation on-screen and the performance is consistently at 60 ticks

This is reproducable if done in other places, this is a ROBLOX bug.