Part movement noise with high framerates

I’m basically trying to add noise to my custom particle system but the noise amount starts to be less when the player it’s running on more than 60 fps

I’m currently updating the movement of the particle with RenderStepped and the noise it’s just a number that I tried to modify with DeltaTime but I got nothing, it’s still bugging

This is the code (it’s being executed on RenderStepped event)

local noise = info.Noise -- It's just a number.
local noiseVector = Vector3.new(
    random:NextNumber(
        -noise,
        noise
    ),
    random:NextNumber(
        -noise,
        noise
    ),
    random:NextNumber(
        -noise,
        noise
    )
)
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The noise amount goes crazy on lower fps too

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so ill try to help here can you try maby put the fps cap to more than 60 or do you think you need higher than 30 but lower than 60 can you do that?

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The noise movement goes crazy on lower fps, basically less fps equals to more noise because of the time between the calls to compensate the old noise, if there are high framerates, the noise just disappears bc it’s compensated too early

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I need a math operation to solve this and make this work without difference in any framerate

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If I use while I will get something limited to 60 FPS but will look like there are frames not updated and give a lag feeling

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I’m trying to solve this using the DeltaTime param that RenderStepped returns on its connection, sadly I have no idea about how to apply this to fix this problem

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also im good at math i was just ranked member i havnt had time to show my math shills but can you make the fps change like to high to low or low to high back and forth? to make it evan it all out

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Let’me send an example that I did record some hours ago about the framerate
Spawning more particles will lag, this helps to see the noise bug because of the framerates.

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oh… what about adding less particles if you can which should remove the lag and have the fps at like maby 30 or 60

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wait no not 30 or 60 it would be crazzy paricles do like 230 or so

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That’s not my point, I overheated the physics engine from Roblox to get low framerates and show the bug, but the main problem it’s FPS unlocker users, they will see less noise and this is frustrating

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This is my current code to compensate the noise but seems to be useless

local noise = math.rad(particleInfo.Noise) * (1 / (deltaTime * 60))
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im sorry im trying to help… wait can you edit the code to umm… im stumped… this is fustratiing

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I already tried with every math key on my keyboard and nothing is working

maby its not the right code possibly

Yeah but I need the operation for compensate the noise, I tried with % as will return a constant but it’s changing

hmmmm… maby try the % and mess around with diffrent fps man this is going to annoy me if i cant help

I’m quite confused on what your trying to do, to be honest…

But this might help, in the equation you had for noise, the inverse deltatime was being multiplied by 1/60, this is usually counter-intuitive as it would mean that someone framerate updates at a lower frames per second would have a smaller noise update increment, usually the opposite is to be wanted…

local noise = math.rad(particleInfo.Noise) * (1 / (deltaTime * 60))

thus consider changing it to the following

local noise = math.rad(particleInfo.Noise) * (deltaTime * ( multiplierPerMinute / 60) )

What’s the multiplierPerMinute? what does that variable mean or works for?