I thought this was an issue with moving the camera in heartbeat, but it’s in a renderstepped now. I also have a lot of moving spotlights, but this still hasn’t gone away after (temporarily) removing them.
I’m setting the CFrame of around 200 models every frame and playing animations on all of them. There’s nothing else that I’m doing that would be likely to cause lag. And even those two are already accounted for in the BulkMoveTo and StepAnimation in the microprofiler. Is this just a result of moving too many parts?
This is because your graphics driver or Graphics Processor doesn’t support Multithreading. This would be confirmed if your using older hardware or AMD/Intel integrated graphics.
It’s trying to turn the rendering process in to multiple threads and failing. So, it’s just yielding itself. It shouldn’t cause lag by itself but if you’re not multi-threading it may cause lag especially if you do have a lot of moving objects in your game it has to render.