uhhh, i believe he wants to lerp by time, but he don’t know how to do it for all FPS settings, repeat loop solution is the best one as it allows you to lerp using time
What I just put in that sample does what he wants it makes it lerp more on low fps and more on high fps and never lerps by more than 1 and never below 0 unlike a simple multiplication.
yk, i don’t use multiplication either, adding Time until t’s 1 or more is the only way really, i don’t know your solution but if it works then it’s good too
Using 1-1/(dt*mult+1) gives a smooth lerp but, for this viewmodel it has to be snappier, so I’m using: (1-1/(dt*mult+1))*16 but the it lag more and using any of these as a alpha value still makes the position offset lower for higher fps.
Multiply the mult by 60 or something near and it will look normal don’t multiply outside of the innermost brackets please. I excluded the multiply by 60 so you don’t add a unnecessary multiplication since you can just muliply your mult values whilst writing the script instead of zapping performance on it every single frame.
What do you mean by baking the multiplication in?
Cause at the moment multiplying with a higher value makes it laggyer but snapppier: postionOffset = postionOffset:Lerp(targetCFrame,1-1/(dt*60*mult+1))