Okay I think you should test it with one because Roblox limits your framerate to 60FPS. (I’m guessing for Vsync so your computer doesn’t blow up for running at 1,000 fps.)
Roblox probably caps refresh rate at 60 to compensate for bad practices, such as using RenderStepped on things you shouldn’t. There is only so much FPS you can get and your CPU won’t go above a certain usage anyway.
You should move those units both on client and server side, so the client makes the movement smoother and server only corrects the client sided simulation. Ofc you should move those units in separated thread from the main one as it could lead to the lags, same for the minimap. Those systems should be separated from the main thread.