Skip to content
Merged
Changes from 5 commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
100 changes: 64 additions & 36 deletions content/en-us/reference/engine/classes/Stats.yaml
Original file line number Diff line number Diff line change
Expand Up @@ -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:
Expand All @@ -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:
Expand All @@ -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:
Expand All @@ -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
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: |
This property is a measurement of how long it takes for the engine to render a frame. It 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 are 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: |
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:
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: |
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:
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: |
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:
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: |
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:
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: |
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:
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: |
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:
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: |
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:
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: |
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:
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: |
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:
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: |
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:
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: |
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:
Expand Down
Loading