Performance of many short tweens

Not sure if this is the right category, sorry

I have a script that tweens the transparency of an UI, so it runs about 40 short tweens at the same time.
Do I have to worry about performance on lower end devices?

Are you tweening 40 object’s transparencys or one object’s transparency 40 times?

Either way 40 tweens at the same time would cause lag on lower end devices but, that’d be the only downside for client-sided tweens though.

If it does cause too much lag you could use RunService.RenderStepped:Wait() in a loop where it decreases the transparency. That would make it run smoother.

Thanks for the info

Ignore my deleted post, I couldnt properly explain it

I understood what you meant, I have no clue how to test the limits of lower end devices, all I could say would be look in the Scripts tab of Developer Console and if it’s a high percentage I would change it

40 tweens running consecutively won’t cause lag. from personal experience on mass scale tweening actual instances such as parts can start to lag at around 700-1500. (i get 150 fps on a empty baseplate and 50-60 with 800 tweens running nonstop)