Multiply camera movements with deltatime to filter past or below 60fps?

I’ve posted this before a few hours ago, but it didn’t gain any attention and I’ve also tried some different solutions. Basically, I have a script that creates a camera bob effect when the player walks around, but since it runs ever render step, its speed changes with fps. I read in a few places and from some people that you can get the deltatime of renderstepped, and you can filter movements with it so it’s no longer framerate dependent. Here’s my script

game:GetService("RunService").RenderStepped:Connect(function(deltaTime)
	local dampen = character.Damping.Value
	local dist = (camera.CFrame.Position - head.Position).Magnitude
	local start = 0.016 / game:GetService("RunService").RenderStepped:Wait()
	local dt = start * game:GetService("RunService").RenderStepped:Wait()
	if dist < 0 then
		check = 1
	else
		check = 0
	end
	if walking == true then
		tiick = tiick + character.SPEED.Value / 92
	end
	if tiick >= math.pi * 2 then
		tiick = 0
	end	
	camera.CFrame = camera.CFrame * CFrame.new(math.cos(tiick) / dampen, math.sin(tiick * 2) / (dampen * 2), check) * CFrame.Angles(0, 0, math.sin(tiick - math.pi * 1.5) / (dampen * 20) * dt * 60)
end)--my attempt at filtering with deltatime

What should I be doing differently?