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Copy file name to clipboardExpand all lines: content/en-us/reference/engine/classes/Stats.yaml
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In a networked game, DataReceiveKbps describes roughly how many kilobytes
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of data are being received by the current instance, per second. If from
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the server's perspective, this represents the total amount of data being
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received from the clients connected to the server.If from a client's
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received from the clients connected to the server.If from a client's
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perspective, this represents the total amount of data being received from
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the server.
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code_samples:
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In a networked game, DataSendKbps describes roughly how many kilobytes of
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data are being sent by the current instance, per second. If from the
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server's perspective, this represents the total amount of data being sent
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to the clients connected to the server.If from a client's perspective,
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to the clients connected to the server.If from a client's perspective,
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this represents the total amount of data being sent to the server.
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code_samples:
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type: float
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capabilities: []
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writeCapabilities: []
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- name: Stats.FrameTime
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summary: ''
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description: ''
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summary: |
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A measurement of how long it takes for the engine to process all tasks required to render a frame.
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description: |
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FrameTime is a measurement of how long it takes for the engine to render a frame. This can be used to calculate frames per second (FPS) through dividing 1 by this value. A high frame time value indicates the engine and device struggling to render frames.
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code_samples: []
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type: float
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tags:
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capabilities: []
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writeCapabilities: []
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- name: Stats.HeartbeatTime
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summary: ''
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description: ''
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summary: |
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A measurement of the total amount of time it takes long it takes for Roblox to update all of its Task Scheduler jobs
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description: |
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The HeartbeatTimeMs property is a measurement of the total amount of time
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it takes long it takes for Roblox to update all of its Task Scheduler
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jobs. If this value is high, then it means one of the tasks are hogging up a lot of resources.
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code_samples: []
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type: float
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tags:
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capabilities: []
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writeCapabilities: []
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- name: Stats.PhysicsStepTime
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summary: ''
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description: ''
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summary: |
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A measurement of how long it takes for the physics engine to update its current state.
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description: |
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A measurement of how long it takes for the physics engine to update its current state. If this value is high, then it means the game instance is under stress from the physics simulations taking place.
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code_samples: []
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type: float
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tags:
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capabilities: []
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writeCapabilities: []
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- name: Stats.RenderCPUFrameTime
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summary: ''
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description: ''
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summary: |
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A measurement of how long it takes for the CPU to process all of its tasks required to render a frame.
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description: |
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The RenderCPUFrameTime property is a measurement of how long it takes for the CPU to process all of its tasks required to render a frame. A high value can indicate that the CPU is taking longer to render a frame, which can lead to performance issues.
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code_samples: []
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type: float
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tags:
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capabilities: []
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writeCapabilities: []
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- name: Stats.RenderGPUFrameTime
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summary: ''
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description: ''
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summary: |
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A measurement of how long it takes for the GPU to process all of its tasks required to render a frame.
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description: |
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The RenderGPUFrameTime property is a measurement of how long it takes for the GPU to process all of its tasks required to render a frame. A high value can indicate that the GPU is taking longer to render a frame, which can lead to performance issues.
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code_samples: []
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type: float
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tags:
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capabilities: []
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writeCapabilities: []
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- name: Stats.SceneDrawcallCount
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summary: ''
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description: ''
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summary: |
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A measurement of the number of draw calls made by the game's current scene.
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description: |
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The SceneDrawcallCount property is a measurement of the number of draw calls made by the game's current scene. A draw call is a single rendering operation, such as drawing a mesh. A high draw call count could mean a scene is too complex or unoptimized, which can lead to performance issues.
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code_samples: []
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type: int
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tags:
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capabilities: []
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writeCapabilities: []
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- name: Stats.SceneTriangleCount
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summary: ''
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description: ''
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summary: |
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A measurement of the number of triangles rendered by the game's current scene.
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description: |
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The SceneTriangleCount property is a measurement of the number of triangles rendered ny the game's current scene. A count of triangles rendered is useful when trying to estimate the complexity and performance of a scene.
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code_samples: []
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type: int
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tags:
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capabilities: []
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writeCapabilities: []
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- name: Stats.ShadowsDrawcallCount
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summary: ''
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description: ''
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summary: |
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A measurement of the number of draw calls being made for shadows by the game's current scene.
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description: |
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The ShadowsDrawcallCount property is a measurement of the number of draw calls being made for shadows by the game's current scene. A high count means more shadows are being created by the amount of rendered objects in a scene.
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code_samples: []
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type: int
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tags:
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capabilities: []
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writeCapabilities: []
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- name: Stats.ShadowsTriangleCount
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summary: ''
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description: ''
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summary: |
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A measurement of the number of traingles rendered as shadows in the game's current scene.
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description: |
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The ShadowsTriangleCount property is a measurement of the number of triangles rendered as shdows in the game's current scene. A high count means there are a lot of triangles used to cast shadows, which can hinder performance.
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code_samples: []
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type: int
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tags:
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capabilities: []
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writeCapabilities: []
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- name: Stats.UI2DDrawcallCount
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summary: ''
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description: ''
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summary: |
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A measurement of the number of 2D draw calls made for UI elements in the game's current scene.
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description: |
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The UI2DDrawcallCount property is a measurement of the number of 2D draw calls made for UI elements in the game's current scene. A high count can mean there are a lot of 2D UI elements being used.
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code_samples: []
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type: int
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tags:
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capabilities: []
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writeCapabilities: []
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- name: Stats.UI2DTriangleCount
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summary: ''
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description: ''
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summary: |
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A measurement of the number of triangles that are being rendered for 2D UI elements in the game's current scene.
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description: |
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The UI2DTriangleCount property is a measurement of the number of triangles that are being rendered for 2D UI elements in the game's current scene. A high count can mean there are many or complex 2D UI elements used, which can contribute to performance loss in regards to rendering.
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code_samples: []
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type: int
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tags:
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capabilities: []
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writeCapabilities: []
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- name: Stats.UI3DDrawcallCount
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summary: ''
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description: ''
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summary: |
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A measurement of the number of 3D draw calls made for UI elements in the game's current scene.
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description: |
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The UI3DDrawcallCount property is a measurement of the number of 3D draw calls made for UI elements in the game's current scene. A high count could indicate a high amount of 3D objects being used within UI, potentially hurting performance; however, it is very unlikely you would see a significant count since UI elements are typically 2D.
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code_samples: []
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type: int
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tags:
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capabilities: []
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writeCapabilities: []
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- name: Stats.UI3DTriangleCount
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summary: ''
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description: ''
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summary: |
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A measurement of the number of triangles being rendered for 3D UI elements in the game's current scene.
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description: |
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The UI3DTriangleCount property is a measurement of the number of triangles being rendered for 3D UI elements in the game's current scene; however, it is very unlikely you would see a significant count since UI elements are typically 2D.
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