Hi all,
I've been dealing with this particular issue for a while now. Here is a GIF that demonstrates the issue. You will notice that there is no stutter for the first few seconds, as the camera script hasn't activated yet.
I was reading this post from the DevForum as it seems like it was a similar issue to mine, but I could not get anything useful out of it. Setting network ownership seemed to just freeze the plane where was.
Here is my camera code:
local Camera = workspace.CurrentCamera
wait(20)
game:GetService("RunService").RenderStepped:connect(function()
Camera.CameraType = Enum.CameraType.Scriptable
Camera.CameraSubject = workspace.plane.Front
Camera:Interpolate(workspace.plane.Front.CFrame* CFrame.new(0, 10, 50),workspace.plane.Front.CFrame,.5)
end)
Any tips or advise or anything really would be appreciated!
EDIT:
Interpolation and camera roll: GIF
Lerping and no camera roll: GIF

7 comments
This may not necessarily be a problem yet but I would advise you actually to learn networkownership and set the plane to client controlled, if someone has excessive network lag my guess is that your plane is going to be very very bumpy to them in the current system
It doesn't look like it's your camera. If you look at the skybox, those elements don't stutter. It looks like it might be your ship movement script instead. Post that. Also, your camera movement script does not utilize the delta time to compensate for variances in time, which will also be a source of stutter.
@Cousin_Potato, if you really think it's the movement script I can post that, but I would be confused to why that would cause the stutter. The plane does not stutter until the camera script actually starts which would imply that it is indeed the camera script? Maybe I'm completely wrong about that though, which is very possible in all honesty.
Also, @Vulkarin, I agree I should learn more about network ownership. I just have a hard time grasping how it really works and what it affects in game.
Your camera priority matters. If you're moving the ship to the previous camera position, that will cause it to stutter. Use BindToRenderStep in your movement script instead and set the priority to after the camera has been moved. Like I said, your movement script should also take into account the inconsistent time between frames otherwise the ship will move a different amount each frame.
Okay I see what you're saying now. This is pointing me in the right direction. Thank you!
I've gone through a similar issue before. Unfortunately, I've buried the code somewhere, no idea, but this link might also be useful. https://devforum.roblox.com/t/fixing-jittery-cframe-lerping/162629