#Comparison

Vision, Vide and writing no module at all, measured with the same 100 row tree.

Every number on this page came from running all three side by side on one machine. Treat them as a shape, not a promise - measure on your own hardware before you trust a table in a readme.

#Behaviour

This is the part that does not change between runs. Each column builds one instance and writes a value five times before the instance is shown.

Vision Vide No module
instances before reveal 0 1 1
updates at declaration 0 1 0
updates for 5 writes 0 5 5
instances created at reveal 1 0 0
updates total 1 6 5
instances destroyed on teardown all none yours to destroy

Vision stages. Capture builds no instances, and writes made before Mount only store - the callback runs once, with the last value. Vide is reactive: the tree exists from mount, and every write re-runs the effects that depend on it. Neither is better; they answer different questions.

The teardown row is a real difference and easy to miss. Scope:Release destroys the instances it created. Vide's destructor tears down the reactive graph and leaves the instances alone, so you destroy the container yourself.

#Ownership

Vision Vide No module
when instances exist at Mount at mount at Instance.new
who assigns the property your callback the binding you
one value, many targets event + merge one source, many effects by hand
unchanged write skipped skipped writes anyway
derived values derive, tracked per run, writable both ways derive, tracked per run by hand
dependency tracking explicit Read inside a derive ambient, any source read none
tween animation TweenInfo, real Tween semantics not built in TweenService directly
physics animation Physics*, carries velocity spring, carries velocity none
teardown Scope:Release destroys destructor keeps instances you destroy
sleep and revive Cleanup then Mount, state kept rebuild it yourself rebuild it yourself

#Performance

Measured in Studio, 100 rows, 100 writes each, best of three rounds in rotating order so no implementation always runs first.

Read the write row carefully. At this size a single TextLabel.Text assignment costs roughly 72 µs, and all three columns pay it 10,000 times. That one property write is about 99.9% of the number.

For scale: Vision's own dispatch - the loop that calls each bound callback - measures ~30 ns per call over two million calls. Ten thousand of those is 0.3 ms against a total near 700 ms.

So treat differences of a few percent in the write row as noise, not as a ranking. The cost over raw row is the honest one: it subtracts the no-module baseline and shows what the framework actually charges you.

Across four Studio runs on one machine:

Vision Vide
total to on screen 9.06 – 9.92 ms 9.14 – 13.87 ms
100 writes x 100 rows 707 – 755 ms 696 – 726 ms
teardown 0.49 – 0.72 ms 0.04 – 0.05 ms

The teardown gap is not a loss. Vision destroys 101 instances in that time and Vide destroys none.

#Animation

Both libraries can be made to feel identical, which is worth knowing before you conclude one is bouncier than the other.

Vision uses a TweenInfo and reads its curve from TweenService:GetValue, so the shape is TweenService's. Back/Out overshoots to 1.100 and peaks at 0.35s of a 0.6s tween.

Vide uses a damped spring, where overshoot is set by the damping ratio:

$$\text{overshoot} = e^{-\zeta\pi/\sqrt{1-\zeta^2}}$$

damping overshoot
0.70 +4.6%
0.62 +8.4%
0.60 +9.5%
0.59 +10.1%
0.58 +10.7%

So spring(goal, 0.6, 0.59) peaks at 1.098 at 0.35s - the same bounce, at the same moment, as Back/Out. The demo uses exactly that pairing.

The difference no easing can close is retargeting. Interrupt a TweenInfo mid-flight and it restarts from the current value with zero velocity; a spring carries velocity through the new goal and keeps flowing.

#Reactivity

Both libraries are fine grained in the sense that matters: a write updates only what actually depends on it. Neither diffs a tree or re-renders a component.

They differ in how a dependency is discovered.

Vide tracks ambiently. Any source you call inside an effect or a property binding is recorded, so a binding is a plain closure:

Text = function()
    return `row {Index} :: {Tick()}`
end

Vision tracks explicitly. A binding names its value up front with event or merge, and a derive reads through a Read handed to it:

derive("Total", function(Mode, Read)
    return Read("Price") * Read("Quantity")
end)

The tracking inside a derive is per run, so an untaken branch is not a dependency, and the graph changes as conditions change. The trade is verbosity for legibility: you can see a Vision value's dependencies without running it, and there is no ambient state to reason about.

#Choosing

Pick Vision when the tree should not exist until the data is ready, when you want to sleep a menu and revive it with its state intact, or when you want real TweenInfo semantics with a handle you can Await and cancel.

Pick Vide when you want ambient dependency tracking, a component model built around closures, and a mature library with a larger surface than this one.

Pick neither when you are building three instances. A module earns its place at scale, not at three labels - and the benchmark above says the runtime cost of either choice is a rounding error next to Roblox's own property writes.