Double View Issue When Sending Turret Rotation to Server

What I’m Trying to Achieve:

I’ve created a turret system where the player can:

-Control a turret’s horizontal and vertical rotation using the camera or mouse
-Support both PC and mobile platforms
-Handle both first-person and third-person modes

The turret uses parts like RotatePart, Controller, and Motor6Ds/CFrame to rotate and aim. On the client, the rotation updates instantly and smoothly using raycasting from the camera or mouse. I then send the new CFrames to the server with a RemoteEvent, which applies them so other clients can see the rotation.

The Problem: Double View Effect

It looks like the turret is correcting itself twice, which is especially noticeable when the mouse is near the center of the screen or when the player is in first-person view.

What I Want to Achieve:
to avoid this double correction or jittery visual effect.

Client:


Server:

video:

External Media

Why do you even making raycasting?
Cant you just send raw camera cframe to server?