LinearVelocity vs ApplyImpulse vs AssemblyLinearVelocity which is better for performance

Hola, currently I’m working on a dash system, knockback and other stuff like that and I was testing with LinearVelocity and ApplyImpulse and assembly linear velocity and then a question popped in my mind which is better from all three of these for a system that will be used by players ALOT. (performance-wise)

Yeah I also wanna know what most devs use
  • LinearVelocity
  • AssemblyLinearVelocity
  • ApplyImpulse

0 voters

What do you think even changes in terms of performance? I can’t think of how any of these really do much of a difference.
The engine will still have to do its calculations in each case, and trust me that a few more floats in the code won’t make any difference, lol. This is unless you’re planning onto adding hundreds of them, then things might change.
Only difference might be the fact that ApplyImpulse relies on physics calculations, while the other 2 have to be “guided” by the engine and are not properly part of the physics engine.

well as you have already said

lets suppose there are 10 players in a server and everyone using some sort of a server mechanic involving ApplyImpulse in every couple of seconds if the server is calculating all of that physics then I think it may put too much load on server causing some performance issues but that’s just my opinion that’s why I created this topic to clear my confusion because I mostly experience too much lag on experiences relying on server physics too much and yeah all of that I said may be all wrong cuz I learned that concept from a old outdated yt video :coefficients:

Well the physics engine is already running on the players regardless. Also roblox has always been able to handle a bit of physics going on. I mean look at the older games when you encounter an explosion with all the parts flying around. The server can handle more especially now, you could do whatever you want if you are applying anything to players though!