DaleSpam said:
Agreed.
Unless there is another related concept, I think you are referring to the definition of the four-velocity, which isn't the same as the velocity.
The 3-velocity isn't a tensor (just part of one), but it's still defined / definable in the tangent space. You just omit the time component to get the 3-velocity in a locally Minkowskii normalized tangent space, just as you would in flat space-time.
It doesn't make sense in generalized coordinates to think of 3-velocity as distance / time because of the problem I mentioned earlier.
Finding the velocity in the tangent space removes the hiccups.
It also make sense to talk about the magnitude of the relative velocity as the angle between worldlines. The magnitude of the relative velocity is a scalar, which is the magnitude of the 3-vector.
You can express this geometrically in terms of the dot product of the four vectors, which is another quantification of "the angle between worldlines".
If you have two 4-vectors p and q, the dot product of p and q determines the magnitude of the relative velocity \beta = v/c by the relation
\gamma = \frac{1}{\sqrt{1-\beta^2}} = - p \cdot q
The easiest way to demonstrate this is to take a Minkowskii space, where p = (1,0,0,0) and q = gamma*(1, \vec{v})
(I believe I saw this formula first on PF, I found it handy. I don't know of a textbook that explicitly goes into the geometrical formulation of the magnitude of a three-velocity via the dot product, but I found it a useful relationship, both practically and conceptually).
Note that I've used geometric units.
Of course p and q have to be in the same tangent space - i.e. at the same point in space-time.
This doesn't matter in a flat space-time, because you can parallel transport either one of the vectors to the other unambiguously. In curved space-time, parallel transport is of course path dependent.
In a static space-time, one can find the relative velocity relative to the static space-time by replacing q with a renormalized Killing vector (i.e. q is a unit magnitude vector that points in the same direction as the Killing vector).