#Low FPS effect
1 messages · Page 1 of 1 (latest)
you could probably use viewportframes
that could mean a lot of different things
short answer yes long answer lots of different ways
google is your friend
ai could probably tell you also
lag the client with raycasts😂
-- LocalScript inside StarterPlayerScripts
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local Camera = workspace.CurrentCamera
local fakeFPS = 10
local interval = 1 / fakeFPS
local elapsed = 0
local storedCFrame = Camera.CFrame
local storedParts = {}
local function getMovingParts()
local parts = {}
for _, player in ipairs(Players:GetPlayers()) do
if player.Character then
for _, part in ipairs(player.Character:GetDescendants()) do
if part:IsA("BasePart") then
parts[part] = part.CFrame
end
end
end
end
for _, model in ipairs(workspace:GetChildren()) do
if model:IsA("Model") and model:FindFirstChildOfClass("Humanoid") then
for _, part in ipairs(model:GetDescendants()) do
if part:IsA("BasePart") then
parts[part] = part.CFrame
end
end
end
end
return parts
end
RunService.RenderStepped:Connect(function(dt)
elapsed += dt
if elapsed >= interval then
storedCFrame = Camera.CFrame
storedParts = getMovingParts()
elapsed = 0
else
Camera.CFrame = storedCFrame
for part, cf in pairs(storedParts) do
if part.Parent then
part.CFrame = cf
end
end
end
end)