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84 changes: 56 additions & 28 deletions content/en-us/reference/engine/classes/Stats.yaml
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@ properties:
In a networked game, DataReceiveKbps 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:
Expand All @@ -78,7 +78,7 @@ properties:
In a networked game, DataSendKbps 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
Expand All @@ -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: |
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.
code_samples: []
type: float
tags:
Expand All @@ -116,8 +118,12 @@ properties:
capabilities: []
writeCapabilities: []
- name: Stats.HeartbeatTime
summary: ''
description: ''
summary: |
A measurement of the total amount of time it takes long it takes for Roblox to update all of its Task Scheduler jobs
description: |
The HeartbeatTimeMs property is a measurement of the total amount of time
it takes long it takes for Roblox to update all of its Task Scheduler
jobs. If this value is high, then it means one of the tasks are hogging up a lot of resources.
code_samples: []
type: float
tags:
Expand Down Expand Up @@ -261,8 +267,10 @@ 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: |
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.
code_samples: []
type: float
tags:
Expand Down Expand Up @@ -329,8 +337,10 @@ 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: |
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.
code_samples: []
type: float
tags:
Expand All @@ -348,8 +358,10 @@ 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: |
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.
code_samples: []
type: float
tags:
Expand All @@ -367,8 +379,10 @@ 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: |
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.
code_samples: []
type: int
tags:
Expand All @@ -386,8 +400,10 @@ properties:
capabilities: []
writeCapabilities: []
- name: Stats.SceneTriangleCount
summary: ''
description: ''
summary: |
A measurement of the number of triangles rendered by the game's current scene.
description: |
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.
code_samples: []
type: int
tags:
Expand All @@ -405,8 +421,10 @@ 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: |
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.
code_samples: []
type: int
tags:
Expand All @@ -424,8 +442,10 @@ 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: |
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.
code_samples: []
type: int
tags:
Expand All @@ -443,8 +463,10 @@ 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: |
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.
code_samples: []
type: int
tags:
Expand All @@ -462,8 +484,10 @@ 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: |
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.
code_samples: []
type: int
tags:
Expand All @@ -481,8 +505,10 @@ 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: |
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.
code_samples: []
type: int
tags:
Expand All @@ -500,8 +526,10 @@ 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: |
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.
code_samples: []
type: int
tags:
Expand Down
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