diff --git a/content/en-us/reference/engine/classes/Stats.yaml b/content/en-us/reference/engine/classes/Stats.yaml index a1fabc812..00c41611a 100644 --- a/content/en-us/reference/engine/classes/Stats.yaml +++ b/content/en-us/reference/engine/classes/Stats.yaml @@ -5,12 +5,12 @@ memory_category: Instances summary: | Performance metrics for a game. description: | - Stats is a service that provides real-time performance information about the - current running game instance. Its primary purpose is to provide developers - with an end point to measure where resources are being consumed, as well as - how much memory is being consumed overall. + `Class.Stats` is a service that provides real-time performance information about + the current running game instance. Its primary purpose is to provide an end point + to measure where resources are being consumed, as well as how much memory is + being consumed overall. - The service also stores a tree of `Class.StatsItem`, which can have their + The service also stores a tree of `Class.StatsItem` objects which can have their values read by plugins. code_samples: inherits: @@ -24,7 +24,7 @@ properties: summary: | A measurement of how many parts are currently in contact with one another. description: | - ContactsCount describes how many parts are currently in contact with each + This property describes how many parts are currently in contact with each other, such that one of the two parts are being physically simulated, and thus can be recognized by the `Class.BasePart:GetTouchingParts()` method. code_samples: @@ -48,10 +48,10 @@ properties: In a networked game, this describes roughly how many kilobytes of data are being received by the current instance, per second. description: | - In a networked game, DataReceiveKbps describes roughly how many kilobytes + In a networked game, this property describes roughly how many kilobytes of data are being received by the current instance, per second. If from the server's perspective, this represents the total amount of data being - received from the clients connected to the server.If from a client's + received from the clients connected to the server. If from a client's perspective, this represents the total amount of data being received from the server. code_samples: @@ -75,10 +75,10 @@ properties: In a networked game, this describes roughly how many kilobytes of data are being sent by the current instance, per second. description: | - In a networked game, DataSendKbps describes roughly how many kilobytes of + In a networked game, this property describes roughly how many kilobytes of data are being sent by the current instance, per second. If from the server's perspective, this represents the total amount of data being sent - to the clients connected to the server.If from a client's perspective, + to the clients connected to the server. If from a client's perspective, this represents the total amount of data being sent to the server. code_samples: type: float @@ -97,8 +97,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.FrameTime - summary: '' - description: '' + summary: | + A measurement of how long it takes for the engine to process all tasks required to render a frame. + description: | + This property is only available in client scripts and is a measurement of how long it took to render the most-recent frame in seconds. Divide 1 by this value to calculate an FPS value for the frame time. High frame times are indicative of performance problems on the device. Consider using the [MicroProfiler](/studio/microprofiler) to troubleshoot. code_samples: [] type: float tags: @@ -116,8 +118,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.HeartbeatTime - summary: '' - description: '' + summary: | + A measurement of the total amount of time it takes for the server to update its Task Scheduler jobs in seconds. + description: | + This property is a measurement of the total amount of time it takes for the server to update its Task Scheduler jobs in seconds. If this value is high, examine [server compute](/performance-optimization/identifying#server-compute). code_samples: [] type: float tags: @@ -261,8 +265,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.PhysicsStepTime - summary: '' - description: '' + summary: | + A measurement of how long it takes for the physics engine to update its current state. + description: | + This property is a measurement of how long it takes for the physics engine to update its current state. If this value is high, it means the game instance is under stress from the physics simulations taking place. code_samples: [] type: float tags: @@ -329,8 +335,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.RenderCPUFrameTime - summary: '' - description: '' + summary: | + A measurement of how long it takes for the CPU to process all of its tasks required to render a frame. + description: | + This 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. code_samples: [] type: float tags: @@ -348,8 +356,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.RenderGPUFrameTime - summary: '' - description: '' + summary: | + A measurement of how long it takes for the GPU to process all of its tasks required to render a frame. + description: | + This 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. code_samples: [] type: float tags: @@ -367,8 +377,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.SceneDrawcallCount - summary: '' - description: '' + summary: | + A measurement of the number of draw calls made by the game's current scene. + description: | + This 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. code_samples: [] type: int tags: @@ -386,8 +398,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.SceneTriangleCount - summary: '' - description: '' + summary: | + A measurement of the number of triangles rendered by the game's current scene. + description: | + This property is a measurement of the number of triangles rendered by the game's current scene. A count of triangles rendered is useful when trying to estimate the complexity and performance of a scene. code_samples: [] type: int tags: @@ -405,8 +419,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.ShadowsDrawcallCount - summary: '' - description: '' + summary: | + A measurement of the number of draw calls being made for shadows by the game's current scene. + description: | + This 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. code_samples: [] type: int tags: @@ -424,8 +440,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.ShadowsTriangleCount - summary: '' - description: '' + summary: | + A measurement of the number of traingles rendered as shadows in the game's current scene. + description: | + This property is a measurement of the number of triangles rendered as shadows in the game's current scene. A high count means there are a lot of triangles used to cast shadows, which can hinder performance. code_samples: [] type: int tags: @@ -443,8 +461,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.UI2DDrawcallCount - summary: '' - description: '' + summary: | + A measurement of the number of 2D draw calls made for UI elements in the game's current scene. + description: | + This 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. code_samples: [] type: int tags: @@ -462,8 +482,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.UI2DTriangleCount - summary: '' - description: '' + summary: | + A measurement of the number of triangles that are being rendered for 2D UI elements in the game's current scene. + description: | + This 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. code_samples: [] type: int tags: @@ -481,8 +503,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.UI3DDrawcallCount - summary: '' - description: '' + summary: | + A measurement of the number of 3D draw calls made for UI elements in the game's current scene. + description: | + This 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. code_samples: [] type: int tags: @@ -500,8 +524,10 @@ properties: capabilities: [] writeCapabilities: [] - name: Stats.UI3DTriangleCount - summary: '' - description: '' + summary: | + A measurement of the number of triangles being rendered for 3D UI elements in the game's current scene. + description: | + This 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. code_samples: [] type: int tags: