Currently, Animations are always updated on Heartbeat. In my game I use Roblox animations to animate rides in which the player can sit down. There’s also a camera that locks the view to first person. The animation is sort of jittery (especially noticable when using the locked 1st person camera) since I switched to Roblox animations, and I currently blame the animations running on Heartbeat rather than RenderStepped whatsoever.
I’d like to be able to manually have the ability to make a select range of animations update on RenderStepped rather than Heartbeat to ensure a smooth camera (especially as I want to try to mess around with VR once I upgrade my hardware). (Or some other solution for smooth, fast animations running in RenderStepped…)
The frequency of the animation updates is the same as that of RenderStepped. They run on Stepped (or rather before Stepped), but pretty much all signals now happen at the same rate. There’s a difference in the render latency but animations should not in theory be affected by this, or at least it’s not immediately obvious to me why they would be.
Seems like you’re right, when creating a repro in an empty place it seems to lock perfectly, even when adding enough GPU load causing framedrops to occur.
I suppose it’s on my end then after all, apologies and thanks!