Reference API Roblox

Engine API

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Reference API Roblox

Stats

Performance metrics for a game.

This class is not creatable. Instances of this class cannot be created with Instance.new.
This class is a service. It is a singleton that may be acquired with GetService.
Tags: [NotCreatable, Service]

Member index 27

HistoryMember
553ContactsCount: int
553DataReceiveKbps: float
553DataSendKbps: float
649FrameTime: float
649HeartbeatTime: float
649HeartbeatTimeMs: float
553InstanceCount: int
553MovingPrimitivesCount: int
553PhysicsReceiveKbps: float
553PhysicsSendKbps: float
649PhysicsStepTime: float
649PhysicsStepTimeMs: float
553PrimitivesCount: int
649RenderCPUFrameTime: float
649RenderGPUFrameTime: float
649SceneDrawcallCount: int
649SceneTriangleCount: int
649ShadowsDrawcallCount: int
649ShadowsTriangleCount: int
649UI2DDrawcallCount: int
649UI2DTriangleCount: int
649UI3DDrawcallCount: int
649UI3DTriangleCount: int
462GetBrowserTrackerId(): string
462GetMemoryUsageMbForTag(tag: DeveloperMemoryTag): float
462GetPaginatedMemoryByTexture(queryType: TextureQueryType, pageIndex: int, pageSize: int): Dictionary
462GetTotalMemoryUsageMb(): float
inherited from Instance
553Archivable: bool
635Capabilities: SecurityCapabilities
553Name: string
553Parent: Instance
635Sandboxed: bool
616UniqueId: UniqueId
576AddTag(tag: string): null
573ClearAllChildren(): null
462Clone(): Instance
573Destroy(): null
486FindFirstAncestor(name: string): Instance
486FindFirstAncestorOfClass(className: string): Instance
486FindFirstAncestorWhichIsA(className: string): Instance
486FindFirstChild(name: string, recursive: bool = false): Instance
486FindFirstChildOfClass(className: string): Instance
486FindFirstChildWhichIsA(className: string, recursive: bool = false): Instance
486FindFirstDescendant(name: string): Instance
563GetActor(): Actor
486GetAttribute(attribute: string): Variant
462GetAttributeChangedSignal(attribute: string): RBXScriptSignal
631GetAttributes(): Dictionary
648GetChildren(): Instances
462GetDebugId(scopeLength: int = 4): string
486GetDescendants(): Array
486GetFullName(): string
641GetStyled(name: string): Variant
576GetTags(): Array
576HasTag(tag: string): bool
486IsAncestorOf(descendant: Instance): bool
486IsDescendantOf(ancestor: Instance): bool
580IsPropertyModified(name: string): bool
573Remove(): null
576RemoveTag(tag: string): null
580ResetPropertyToDefault(name: string): null
573SetAttribute(attribute: string, value: Variant): null
462WaitForChild(childName: string, timeOut: double): Instance
648children(): Instances
553clone(): Instance
573destroy(): null
553findFirstChild(name: string, recursive: bool = false): Instance
648getChildren(): Instances
553isDescendantOf(ancestor: Instance): bool
573remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
553childAdded(child: Instance)
inherited from Object
647ClassName: string
647className: string
647GetPropertyChangedSignal(property: string): RBXScriptSignal
647IsA(className: string): bool
650isA(className: string): bool
647Changed(property: string)

Removed member index 7

HistoryMember
310MinReportInterval: double
310ReporterType: string
325GetTotalUsedMemory(): float
310Report(category: string, data: Dictionary): void
310ReportJobsStepWindow(): void
310ReportTaskScheduler(includeJobs: bool = false): void
310SetReportUrl(url: string): void

Description

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 StatsItem objects which can have their values read by plugins.

History 80

Members 27

ContactsCount

TypeDefault
int

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 BasePart:GetTouchingParts() method.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 4

Tags: [ReadOnly, NotReplicated]

DataReceiveKbps

TypeDefault
float

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 perspective, this represents the total amount of data being received from the server.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 4

Tags: [ReadOnly, NotReplicated]

DataSendKbps

TypeDefault
float

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, this represents the total amount of data being sent to the server.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 4

Tags: [ReadOnly, NotReplicated]

FrameTime

TypeDefault
float

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 to troubleshoot.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

GetBrowserTrackerId

Parameters (0)
No parameters.
Returns (1)
string

History 2

GetMemoryUsageMbForTag

Parameters (1)
tagDeveloperMemoryTag
Returns (1)
float

Returns the number of megabytes that are being consumed in the specified DeveloperMemoryTag category.

History 2

GetPaginatedMemoryByTexture

Parameters (3)
queryTypeTextureQueryType
pageIndexint
pageSizeint
Returns (1)
Dictionary
This function yields. It will block the calling thread until completion.

History 4

Tags: [Yields]

GetTotalMemoryUsageMb

Parameters (0)
No parameters.
Returns (1)
float

Returns the total amount of memory being consumed by the current game session, in megabytes.

History 2

HeartbeatTime

TypeDefault
float

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.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

HeartbeatTimeMs

TypeDefault
float

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, in milliseconds. If this value is high, then it means one of the tasks are hogging up a lot of resources.

This property is deprecated. It exists only for backward compatibility, and should not be used for new work.
This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 5

Tags: [ReadOnly, NotReplicated, Deprecated]

InstanceCount

TypeDefault
int

InstanceCount is a read-only measurement of how many Instance are currently in memory. This includes the DataModel, its descendants, as well as any object created with Instance.new() which is still present in memory.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 4

Tags: [ReadOnly, NotReplicated]

MovingPrimitivesCount

TypeDefault
int

A measurement of how many physically simulated components are currently moving in the game world.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 4

Tags: [ReadOnly, NotReplicated]

PhysicsReceiveKbps

TypeDefault
float

PhysicsReceiveKbps is a measurement of roughly how many kilobytes of physics data are being received by the current instance, per second.If from the server's perspective, this represents the total amount of physics data being received from the clients connected to the server.If from a client's perspective, this represents the total amount of physics data being received from the server.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 4

Tags: [ReadOnly, NotReplicated]

PhysicsSendKbps

TypeDefault
float

PhysicsSendKbps describes roughly how many kilobytes of physics data are being sent by the current instance, per second.If from the server's perspective, this represents the total amount of physics data being sent to the clients connected to the server.If from a client's perspective, this represents the total amount of physics data being sent to the server.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 4

Tags: [ReadOnly, NotReplicated]

PhysicsStepTime

TypeDefault
float

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.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

PhysicsStepTimeMs

TypeDefault
float

A measurement of how long it takes for the physics engine to update its current state, in milliseconds. If this value is high, then it means the game instance is under stress from the physics simulations taking place.

This property is deprecated. It exists only for backward compatibility, and should not be used for new work.
This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 5

Tags: [ReadOnly, NotReplicated, Deprecated]

PrimitivesCount

TypeDefault
int

A measurement of how many physically simulated components currently exist in the game world.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 4

Tags: [ReadOnly, NotReplicated]

RenderCPUFrameTime

TypeDefault
float

This property is a measurement of how long it takes for the CPU to process all of its rendering tasks for a frame.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

RenderGPUFrameTime

TypeDefault
float

This property is a measurement of how long it takes for the GPU to process all of its tasks required to render a frame.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

SceneDrawcallCount

TypeDefault
int

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.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

SceneTriangleCount

TypeDefault
int

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.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

ShadowsDrawcallCount

TypeDefault
int

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.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

ShadowsTriangleCount

TypeDefault
int

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.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

UI2DDrawcallCount

TypeDefault
int

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.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

UI2DTriangleCount

TypeDefault
int

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.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

UI3DDrawcallCount

TypeDefault
int

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.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

UI3DTriangleCount

TypeDefault
int

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.

This property is not replicated. Its interface does not cross the network boundary.
This property is read-only. Its value can be read, but it cannot be modified.

History 1

Tags: [ReadOnly, NotReplicated]

Removed members 7

GetTotalUsedMemory

Parameters (0)
No parameters.
Returns (1)
float

History 2

MinReportInterval

TypeDefault
double

History 2

Report

Parameters (2)
categorystring
dataDictionary
Returns (1)
void

History 2

ReportJobsStepWindow

Parameters (0)
No parameters.
Returns (1)
void

History 2

ReportTaskScheduler

Parameters (1)Default
includeJobsboolfalse
Returns (1)
void

History 2

ReporterType

TypeDefault
string

History 2

SetReportUrl

Parameters (1)
urlstring
Returns (1)
void

History 2

Settings