Analytics: Break Down Your Client CPU Time By Category
Key Takeaways
We’re launching a new Client CPU Time graph on the Performance page that shows you where your players’ devices are spending CPU time. You can break down CPU usage into categories and drill into sub-categories to identify bottlenecks causing frame rate drops.
Go to Monitoring > Performance and use the Client tab to try it out.
Hi Creators,
Today, we’re launching the Client CPU time chart on the Performance page of Creator Analytics. Now, you can see where your CPU time is going on your players’ devices so you can pinpoint what’s making frames expensive and fix it faster.
What’s New
Client CPU time is the average time (in milliseconds) your game spends doing work on the client each frame. When this number increases, players feel it as lower frame rates, hitches, and stutters. Rendering and CPU load both impact client frame rates, so it’s important to keep CPU load low. Even with efficient rendering, 60 fps is only possible if your total CPU time is below 16ms.
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You’ll find a Category dropdown on the Client CPU time chart. It works at two levels:
General Categories
With Total selected, the chart stacks the five top-level categories so you can see their relative cost at a glance:
• Scripts: Your Luau code running each frame (RunService events, garbage collection, and so on)
• Networking: Replication, packet processing, and bandwidth work
• Physics: The simulation step, assemblies, and networked physics
• Animation: Animation, humanoid, and IK stepping
• Miscellaneous: UI layout, TweenService, navigation, and other engine work
Sub-Categories
Select a single category (for example, Scripts) from the dropdown to drill into its sub-categories.
Like the rest of the Performance page, the chart shows the minute-by-minute average over your selected period, and you can filter and break down by platform, operating system and memory group.
How to Use This to Improve…