TweenService should have no lag at all, and this script you made shouldn’t either. Maybe something else is causing apparent lag, like maybe the part is unanchored?
Try making a variable for CFrame and CFrame.new because it’s easier for the server to take stored data other than getting globaly stored, if this didn’t work anyways it’s probably another issue and not the script it self
This is not very accurate. The server doesn’t “run at a lower fps”. It’s the server. If anything it’s part of a powerful supercomputer somewhere in the Roblox server room. It doesn’t even have “fps” because it doesn’t do any simulations for itself. It simply just replicates states inside of itself to other clients. If anything, the client would have a lower fps than the server.
There is a small possibly that script could have lag, because you’re changing the property of an instance, every frame, literally every frame. So maybe, but it could just be an illusion, because there is no smooth movement between positions, it’s not lagging, just moving really fast.
Have you tried using a wait such as deltatime? Deltatime only works with RunService. If im pretty sure, deltatime is used to calculate FPS and could be useful to end slow and laggy scripts
Sounds like this is a server-script, the server can skip some frames at times because the server has different tasks to deal with, try running it on the client-side instead, that should not lag or skip frames.
Which is what I’m saying. It doesn’t. It doesn’t have a framerate at all. There is no screen that shows what’s happening in game on the server. You’re giving out invalid information.
it is true that roblox servers do not render the graphics. However, they will still run a simulation of the world which will run a certain frequency otherwise how would spacial query API’s , such as raycasting , work on the server?
Here’s all I’m trying to say. If hypothetically the server was a player, and it could join games, there would be absolutely no way it would have a lower “frame rate” than the average player in the game. The server is a SUPERCOMPUTER. It is naturally more computationally effective than your average school computer. The server doesn’t or WOULDN’T have a lower rate than the client.
So sorry for such late replies. I had to do something all of a sudden. And sure I’ll try RunService, it was recommended to me before, but another person told me it didn’t reduce lag. So… I’ll try it I guess.