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
)
)
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
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
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
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.
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
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))