Physics, pathfinding and bandwidth usage

hello, i have made a testscene to see the performance difference between using the ‘Pathfinding’ + ‘Tween’ services to move a Model - vs. using physics objects ‘BodyPosition’ and ‘BodyGyro’.

and there’s a lot of bandwidth usage when using pathfinding, that I don’t understand.
can anyone explain why that is ?

everything is run serverside, and here is the pathfinding code, if that helps:

local PathfindingService = game:GetService("PathfindingService")
local TS = game:GetService("TweenService")

local pathMod = {}

local tweenService = game:GetService("TweenService")
local info = TweenInfo.new(.2, Enum.EasingStyle.Linear)

local function tweenModel(model, CF)
	local CFrameValue = Instance.new("CFrameValue")
	CFrameValue.Value = model:GetPrimaryPartCFrame()

	CFrameValue:GetPropertyChangedSignal("Value"):connect(function()
		model:SetPrimaryPartCFrame(CFrameValue.Value)
	end)

	local tween = tweenService:Create(CFrameValue, info, {Value = CF})
	tween:Play()

	tween.Completed:connect(function()
		CFrameValue:Destroy()
	end)
end

function pathMod.FindPath(clone, goal)

	local path = PathfindingService:CreatePath()
	path:ComputeAsync(clone.PrimaryPart.Position, goal)
	local waypoints = path:GetWaypoints()

	for i = 1, #waypoints do
		tweenModel(clone, CFrame.new(waypoints[i].Position) )
		wait(.2)
	end
end

return pathMod