diff --git a/content/en-us/studio/microprofiler/tag-table.md b/content/en-us/studio/microprofiler/tag-table.md
index 90167fa7c..53722eeee 100644
--- a/content/en-us/studio/microprofiler/tag-table.md
+++ b/content/en-us/studio/microprofiler/tag-table.md
@@ -175,27 +175,27 @@ The following is a list of common tags in the MicroProfiler, grouped by category
Reduce the number of visible adorned objects, such as `Class.BillboardGui|BillboardGuis`, `Class.Humanoid` name/health labels, etc. |
- | Prepare/Pass2D |
+ Prepare/Pass2d |
Readies 2D UI rendering (both player and Roblox UI). |
Reduce the amount or complexity of UI elements. |
- | Prepare/UpdateInvalidParts |
+ Prepare/UpdatePrepare/updateInvalidParts |
Updates parts that had some property changed or added. |
Reduce the amount of properties changes on the world. If a script updates a large set of object properties, break it down across frames. |
- | Prepare/UpdateInvalidateFastClusters |
+ Prepare/UpdatePrepare/updateInvalidatedFastClusters |
Prepares geometry, typically "FastClusters" used to render `Class.Humanoid|Humanoids`. Sub-markers specify the number of parts, vertices, and size of vertices. |
Reduce the use of 'Humanoids' under objects that are not `Class.Humanoid|Humanoids`. This should not be used to shorten draw calls as FastClusters consume much more memory. |
- | Prepare/UpdateDynamicParts |
+ Prepare/UpdatePrepare/updateDynamicParts |
Updates positions for `Class.Humanoid|Humanoids`, vehicles and other moving instances for rendering. |
Reduce the number or complexity of moving `Class.Humanoid|Humanoids` or vehicles visible. Combining parts of the same material and color into a union or MeshPart can help with this. |
- | Prepare/updateInstancedClusters |
+ Prepare/UpdatePrepare/updateInstancedClusters |
Prepares static geometry that uses instanced rendering (parts and mesh parts). Labels "Clusters" and "Instances" indicate the number updated. |
Use less overall mesh and material variation. You can also create clusters by using objects that have similar appearances - size, color, material. |
@@ -335,22 +335,22 @@ The following is a list of common tags in the MicroProfiler, grouped by category
Reduce the amount of joints being created or destroyed. |
- | Simulation/physicsStepped |
+ Simulation/physicsSteppedTotal/physicsStepped |
Runs the physics simulation. |
Reduce the amount and complexity of physically simulated bodies. |
- | physicsStepped/SpacialFilter/filterStep |
+ Simulation/physicsSteppedTotal/physicsStepped/SpacialFilter/filterStep |
Updates simulation islands, arranging parts according to network ownership, local simulation. Islands are non-interacting groups of parts which can be simulated independently. |
Avoid setting network ownership frequently. Keep groups of parts far enough away from each other so they can be simulated separately. |
- | physicsStepped/worldStep/stepContacts |
+ Simulation/physicsSteppedTotal/physicsStepped/worldStep/stepContacts |
Updates contacts between objects. |
Reduce the amount of bodies colliding at once, or use simpler collision boxes. Cubes are better than complex meshes. |
- | physicsStepped/worldStep/stepWorld OR stepWorldThrottled |
+ Simulation/physicsSteppedTotal/physicsStepped/worldStep/stepWorld **OR** stepWorldThrottled |
Solves physics equations relating to connectors, buoyancy and `Class.Humanoid|Humanoids`. When the engine is overloaded and unable to simulate everything in real time, some steps may be throttled (stepWorldThrottled) and only "real time assemblies" such as `Class.Humanoid|Humanoids` are simulated. |
Depends on where the time is going based on the following three phases: stepContacts: narrow phase collision detection geometry tests. Solver step: integrate time and resolve collisions and other constraints updateBroadphase: update positions of assemblies in collision detection system and find possibly colliding narrow phase pairs. |
@@ -360,7 +360,7 @@ The following is a list of common tags in the MicroProfiler, grouped by category
|
- | Simulation/InterpolateNetworkedAssemblies |
+ Simulation/physicsSteppedTotal/physicsStepped/interpolateNetworkedAssemblies |
Interpolates assemblies not controlled by this network peer. |
Set the network owner of parts to this peer to reduce this; although this will usually cause more physics work to be done elsewhere. |
@@ -370,7 +370,7 @@ The following is a list of common tags in the MicroProfiler, grouped by category
Lower the destroy height or reduce the amount of parts that fall to the destroy height. |
- | Heartbeat/HeartbeatInternal/updateVisuallySleeping |
+ Heartbeat/heartbeatInternal/workspaceOnHeartbeat/updateVisuallySleeping |
Second part of NotifyMovingAssemblies. |
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