Recoil being affected by high FPS

Dear Game Developers, Stop Messing This Up!

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I dont understand, what if someone has an fps higher than 60?

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Where would i implement that though?

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It’s locked to 60 fps no matter what.

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that’s assuming the physics step is called 60 times a second wich could not always be the case

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check what values are being exponentially increased when you go over 60 fps and clamp them, that should prevent it from going above and below the value u have set, like a upper and lower limit for the returned value

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There is an app called RobloxFPSunlocker and it does unlock

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This does not compensate for time errors so it’s not very accurate either.

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Hmm, that could work, let me give it a try

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This should give me a fix? It’s a long video though.

just use RunService.HeartBeat instead of RunService.RenderStepped

What difference will it make? I already tried it but it doesn’t seem to work

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Actually, after messing around, it does seem to work, but there’s another issue, hopefully a smaller one.

It’s just when i set the viewmodels cframe to the cameras cframe, it kinda glitches and creates this weird effect,

Have any idea on how to fix it?

which Weird Effect, could you send a video of that please so i could understand the problem?

It’s been solved anyway, managed to work it out somehow.