Would this physics setup be efficient?

So I’m creating this server authoritative system where I setup a table for each player that’ll holds properties about an object I’ll have them render in a second (it wil be anchored), so this would be the gravity, the velocity and the position; after this I tell every client to render the object for every client including themselves, and of course I calculate physics on the server than the client uses the position value of that object to interpolate it

Then when the client wants to interact I’ll send some vector that’ll then be added to the velocity on the server; allowing every player to see the changes as they happen

Would there be a better way of doing this?

Sending a RemoteEvent to every single player after every single physics calculation on the Server can be straining, and it can potentially impact server speed and performance.

One alternative method that I can think of is using Network Ownership.

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Yeah but I’m making my own custom physics sorta thing, also it would only be updating the information to the clients when the round is in progress (it’s a round based game)

For 1 player I tested and I’m getting like max 1 kb/s recieve is that bad? (when the round is in progress)

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