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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 4
Tags: [ReadOnly, NotReplicated]
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 4
Tags: [ReadOnly, NotReplicated]
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
| Parameters (0) |
|---|
| No parameters. |
| Returns (1) |
|---|
| string |
History 2
| Parameters (0) |
|---|
| No parameters. |
| Returns (1) |
|---|
| int |
Requires the InternalTest security capability; not callable from
ordinary scripts. Returns the current quality level selected by the
engine's dynamic performance-control system, expressed as a score
normalized between 0 (the lowest-quality configuration) and 100 (the
highest). The score reflects how the system is currently balancing visual
quality against resource usage such as memory and frame time.
History 2
| Parameters (0) |
|---|
| No parameters. |
| Returns (1) |
|---|
| Array |
Requires the InternalTest security capability; not callable from
ordinary scripts. Returns an array of strings containing the name of every
memory category the engine tracks, in category-index order. The entries
correspond one-to-one with the measurements returned by
Stats:GetMemoryUsageMbAllCategories(), so the two arrays can be
read together to label each per-category memory value.
History 2
GetMemoryUsageMbAllCategories
| Parameters (0) |
|---|
| No parameters. |
| Returns (1) |
|---|
| Array |
Returns the number of megabytes that are being consumed by all available
categories. If MemoryTrackingEnabled
is false, calling GetMemoryUsageMbAllCategories() will return an empty
array and emit a warning to the console.
History 2
Returns the number of megabytes that are being consumed in the specified
DeveloperMemoryTag category. If
MemoryTrackingEnabled is false,
calling GetMemoryUsageMbForTag() will return 0 and emit a warning to
the console.
History 2
GetPaginatedMemoryByTexture
It will block the calling thread until completion.
History 4
Tags: [Yields]
| Parameters (0) |
|---|
| No parameters. |
| Returns (1) |
|---|
| float |
Returns the total amount of memory being consumed by the current game
session, in megabytes.
This method gets memory usage from the operating system, which may exclude
memory that has been paged out to disk. As such, the return value tends to
differ significantly from the sum of usage for all
DeveloperMemoryTags. The return value should be
very similar to memory usage for Roblox in the Windows Task Manager or
macOS Activity Monitor.
History 2
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
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.
It exists only for backward compatibility, and should not be used for new work.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 5
Tags: [ReadOnly, NotReplicated, Deprecated]
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 4
Tags: [ReadOnly, NotReplicated]
If MemoryTrackingEnabled returns false, any API that returns
category-based memory usage such as Stats:GetMemoryUsageMbForTag()
or Stats:GetMemoryUsageMbAllCategories() will return 0 and emit
a warning. Therefore, usage of category-based memory usage API should be
conditional on MemoryTrackingEnabled returning true. The value of
MemoryTrackingEnabled will not change from one experience to the next;
it will only potentially change after restarting the Roblox client
application.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
A measurement of how many physically simulated components are currently
moving in the game world.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 4
Tags: [ReadOnly, NotReplicated]
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 4
Tags: [ReadOnly, NotReplicated]
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 4
Tags: [ReadOnly, NotReplicated]
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
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.
It exists only for backward compatibility, and should not be used for new work.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 5
Tags: [ReadOnly, NotReplicated, Deprecated]
A measurement of how many physically simulated components currently exist
in the game world.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 4
Tags: [ReadOnly, NotReplicated]
This property is a measurement of how long it takes for the CPU to process
all of its rendering tasks for a frame.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
This property is a measurement of how long it takes for the GPU to process
all of its tasks required to render a frame.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
| Parameters (0) |
|---|
| No parameters. |
| Returns (1) |
|---|
| null |
Requires the InternalTest security capability; not callable from
ordinary scripts. Reverts the artificial memory budget applied by
Stats:SetHarmonyMemoryTarget(), restoring the memory-override
enable state and limit that were captured before the first call to
SetHarmonyMemoryTarget(). After this call, the performance-control
system resumes using the device's real available memory when making
dynamic-quality decisions.
History 2
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
| Parameters (1) |
|---|
| targetMB | int |
| Returns (1) |
|---|
| null |
Requires the InternalTest security capability; not callable from
ordinary scripts. Forces the engine's dynamic performance-control system
to operate against an artificial memory budget of targetMB megabytes
instead of the device's real available memory, making it behave as though
only that much memory is available. This lets you test how dynamic quality
and memory reclamation respond under a chosen level of memory pressure.
The first call records the pre-override settings so that a later call to
Stats:ResetHarmonyMemoryTarget() can restore them.
History 2
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]
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.
Its interface does not cross the network boundary.
Its value can be read, but it cannot be modified.
History 1
Tags: [ReadOnly, NotReplicated]